After Action ReportInfinity

AWOL Loup Garou

Round three of the Mindtaker Nov 2022 tournament had me facing off against Jeff (SgtRock). I’ve had the pleasure of playing Jeff multiple times over the past few years even though I don’t get the opportunity to see him outside tournaments. I have to say that this was our best game yet, he’s really shown a lot of improvement! We played on Pete (Exile)’s wonderful table that Tony (Zhukov2) and I played on last tournament:

The table itself doesn’t have any special gimmicks or terrain zones, but it doesn’t need them. It’s just a well crafted table, both in terms of the hobby aspect and the gameplay aspect. I’m glad Pete is running events, because I get to play on this table occasionally!


  • Mission: ITS14 Superiority
  • Forces: Caledonian Highlander Army versus Force de Réponse Rapide Merovingienne (300)
  • Deploy First: FRRM
  • First Turn: CHA

This is the variant of my SAS/Uxia list that I played against Adam:

I basically went down to three dogs and scrounged some points elsewhere to pack in a Wulver AP Spitfire.

Man’s Best Friend v3
GROUP 1 1 6 3

WALLACE (Lieutenant) T2 Rifle(+1 Dam), Light Shotgun, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 35)
McMURROUGH Chain Rifle(+1B), Grenades, Smoke Grenades / AP + DA CC Weapon. (0 | 27)
CAMERONIAN Chain Rifle(+1B), Grenades, Smoke Grenades / AP CC Weapon. (0 | 20)
CAMERONIAN Chain Rifle(+1B), Grenades, Smoke Grenades / AP CC Weapon. (0 | 20)
CATERAN T2 Sniper Rifle / Pistol, AP CC Weapon. (1 | 23)
CATERAN T2 Sniper Rifle / Pistol, AP CC Weapon. (1 | 23)
WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)


S.A.S. (Forward Observer) Chain Rifle, Light Shotgun, Flash Pulse, D-Charges / Pistol, AP + Shock CC Weapon. (0 | 21)
S.A.S. (Forward Observer) Chain Rifle, Light Shotgun, Flash Pulse, D-Charges / Pistol, AP + Shock CC Weapon. (0 | 21)
UXÍA McNEILL (Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / Assault Pistol(+1B), AP CC Weapon. (0 | 27)

HIGHLANDER GREY Heavy Machine Gun, Smoke Grenades / Pistol, AP CC Weapon. (1.5 | 28)
VOLUNTEER (Paramedic) Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 10)
VOLUNTEER Chain Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 6)

WULVER AP Spitfire, Grenades / Pistol, AP + Shock CC Weapon. (1 | 36)

4.5 SWC | 300 Points | Open in Army | Copy Code

Jeff’s running a similar list to the last time I played Merovingia, right down to the Margot and Duroc feint and then double Paracommando.

Jeff (Sgt Rock)
GROUP 1 10

BRISCARD (Lieutenant) Marksman Rifle / Assault Pistol, CC Weapon. (0 | 23)
BRISCARD (BS Attack [Shock]) AP Sniper Rifle / Pistol, CC Weapon. (1 | 25)
BRISCARD Heavy Rocket Launcher / Assault Pistol, CC Weapon. (1.5 | 19)

CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Flash Pulse, Shock Mines / Pistol, CC Weapon. (0 | 20)
CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Flash Pulse, Shock Mines / Pistol, CC Weapon. (0 | 20)

MÉTRO Rifle / Pistol, CC Weapon. (0 | 8)
MÉTRO Rifle / Pistol, CC Weapon. (0 | 8)
112 FTO Light Shotgun / Pistol, CC Weapon. (0 | 12)
MOBLOT Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 28)
WOLFGANG AMADEUS MULTI Rifle(+1B), Chain-colt / Heavy Pistol, DA CC Weapon, PARA CC Weapon(-6). (0 | 35)


MÉTRO (Camouflage [1 Use], Infiltration]) Rifle, Panzerfaust / Pistol, CC Weapon. (0 | 12)
TRAKTOR MUL (Forward Observer, Repeater) Rifle, Light Shotgun ( ) / PARA CC Weapon(-3). (0 | 17)
TRAKTOR MUL (BS Attack [Guided], Total Reaction) Uragan MRL / PARA CC Weapon(-3). (1 | 16)
PARA-COMMANDO AP Spitfire / Pistol, CC Weapon. (1 | 31)
PARA-COMMANDO (BS Attack [+1 Dam], Forward Observer]) Boarding Shotgun, Flash Pulse, D-Charges / Pistol, CC Weapon. (0 | 26)

6 SWC | 300 Points | Open in Army | Copy Code

His list is modernized with the new Mul FO bot and a few minor changes, but at game time I still have to honor Mirage-5.


I won the rolloff and elected to take deployment to force Jeff to take first turn. He chose instead to take second turn. Since Superiority is an area control mission and thus favors the second player quite heavily, this is a reasonable choice if you have a strong plan for it. Jeff mentioned his list was designed to go first, but it’s possible to play very carefully and avoid catastrophe deploying first and going second.

Jeff castled up both of his links on the left side of the table, which would make it quite difficult for him to control all the quadrants, especially those on his right. Both long range Briscard guns were left out to ARO, along with the Uragan.

The two Chasseurs hung out in the midfield, and the two Muls went more or less on the right along with the CSU. I spent a command token to hold both the Wulver and Uxia in reserve, and then started my deployment. I was very concerned about Mirage-5, so I elected to be very careful and defend against them. I put all three dogs in positions that would defend the back table edge, and then bolstered the defense with a Warcor in the back left corner to see all the way down the back table edge.

Even my Grey link was set up to put templates and shots on the table edges. The SAS prepared to push some buttons, and the two Caterans were set up to kill the Briscards. I also found a small keyhole through which I could see the Moblot HMG,so I set up one of the Caterans to take on that problem while also taking a shot on one of the Briscards by moving slightly.

Jeff put down an infiltrating metro watching one of my Caterans, and then I put Uxia in a position that would allow her to rush the metro link and or secure a quadrant. The Wulver went down on a bridge in the middle of my deployment zone, ready to push directly up the middle and take an elevated position.

Turn 1

Top of 1 – CHA

Jeff chose to take two orders from the dogs, which is probably wise. Both order pools are very dangerous, so a valid argument can be made for docking either pool. In any case, I use the dogs orders to get smoke down for the Caterans. Specifically I block LoF to the Metro from the Cateran on that side. I had no idea what it was, but I know it can’t have MSV, and I don’t want to deal with it just yet.

McMurrough moves forward and Jeff decides to reveal the Metro to take a panzerfaust shot, mostly for the higher damage and to deny me smoke where I want it. I context the panzerfaust shot with smoke and beat the Metro. My intended smoke placement was a nice to have, so having to use smoke to protect McMurrough wasn’t a a big loss. Having the Metro be revealed is a good tradeoff, so I’m okay with this.

With all my impetuous orders done, I can start working my way down the Caterans’ hit list. I start with the Moblot, who fails his dodge and gets T2’d off the table.

The Briscard HRL fares a little better against the other Cateran, passing ARM and dropping prone.

I surprise shot the last Briscard, the sniper with the first Cateran. This is a bit risky as we’re both on 12s, but losing this Cateran isn’t the end of the world for me. I win the sniper fight (big 2fort4 vibes here) and the Briscard sniper goes splat.

I’m pretty low on orders in the dog’s pool now, so I reset all the dogs to their deployment positions with a Wallace order to protect against Mirage-5. I now start spending orders in my other pool. The Wulver drops the revealed Metro easily, and continues his push up the table…

dropping the Uragan next. Total reaction is good, but not when you’re on 4s and your opponent is on 12s.

The SAS spend a little too many orders trying to push the buttons they’re close to. In fact, only the one on the right is successful. I recamo both, then I’m forced to tuck Uxia into a building on the right side of the table instead of going on a suicide run with her due to lack of orders. This does mean she’s securing the quadrant though, unless someone moves into it.

I’m not really confident in my ability to fully stall a Mirage-5 attack, but I’m hoping.

Bottom of 1 – FRRM

I’m relieved when Jeff moves the AP Spitfire ParaCommando into group one, brings it on, and starts shooting. It takes out both Caterans and the Cameronian on my left, which is annoying for sure, but by no means a disaster.

It does manage to put a wound on McMurrough, which is dangerous and definitely diminishes McMurrough’s utility moving forward.

All those orders spent on the ParaCommando are orders not spent on the link, so Uxia is safe where she is and securing that quadrant. Jeff does place a mine guarding the exit to her building, so I’ll have to figure out some way of getting rid of that mine.

Turn 2

Unfortunately, the ParaCommando out points my SAS, so we tie on quadrants. I’ve got a 1-0 lead thanks to my flipped console though.

Top of 2 – CHA

The dogs move forward, and the remaining Cameronian threatens the ParaCommando with a chain rifle. Jeff elects to dodge and does so successfully against the Cameronian’s grenade.

Less successful is the pistol used as defense against the Cameronian’s CC attack, and the ParaCommando goes down.

I use the SAS on the right to flip the console near the Chasseur and its mine, then back away to have the mine in 10″ and declare intuitive attack. Jeff decides to trade with the Chasseur and flamethrowers the SAS. The SAS and Chasseur both get KO’ed, but the mine makes its ARM save! Annoying.

I take the mine out with the Wulver’s AP spitfire, then pick the SAS back up with the Volunteer Paramedic. This has the added benefit of putting more points into the near right quadrant.

I move McMurrough all the way into the far left quadrant and finally flip the console in the near left quadrant with the SAS there. I’m holding the two left and the two right quadrants now, but my hold on the far quadrants is pretty tenuous.

Bottom of 2 – FRRM

Definitely winning the attrition minigame at the moment, but we’ll see what this turn brings.

I was a little sloppy with McMurrough and had him too far to my left, letting a the CSU take a shot on him. Thank goodness he has a non-zero BTS! That saves me and McMurrough fails guts around the corner of the building.

The Mul FO tries to take on the Wulver and manages to do a wound, forcing it prone.

Next, the Briscard HRL stands up and burns the poor, newly paramedic’ed SAS off the table.

Jeff is concerned about Uxia so he pushes the Metro link forward with Wolfgang leading the way. He attempts a discover and fails.

He does, however, have a chain colt, which allows him to intuitive attack. I respond with an AP shotgun slug and crit Wolfgang! Unfortunately, he passes both saves and then guns Uxia down with a burst of MULTI Rifle fire.

The remaining Chasseur sets up to flip a console on turn 3, then Jeff passes turn after throwing a bunch of stuff into suppression.

Turn 3

I’ve managed to hang onto three quadrants, so I’ve got a 5-1 lead at the moment.

Top of 3 – CHA

I’m happy with the dogs positions, so I cancel their orders. Also I don’t want to run them in front of a CSU in suppression. Instead, I start things off by dropping the Mul FO with the Grey HMG.

One of Jeff’s Metros passes ARM against the Grey…

but the other isn’t so lucky and goes down.

I stand the Wulver up and take down the Briscard HRL.

I then take out the 112 and the remaining Metro with the Wulver.

I block LoF to Wolfgang with smoke, then intuitive attack the Chasseur that flipped the console. It successfully dodges, but now is revealed.

McMurrough drops it with a grenade as he super jumps up onto a roof to be safe from the CSU on the next turn.

The Cameronian settles into a safe spot, and I use Wallace to bolster the near left quadrant.

Bottom of 3 – FRRM

Jeff’s just on this side of retreat.

The ParaCommando comes on, but fails to out-point the SAS and Wallace.

The Briscard Lieutenant tries to take out the Wulver but fails, but Wolfgang succeeds, meaning I don’t have my Key Ops point.

Wolfgang is securing his quadrant, and he’s the Key Ops, so it’s a

7-1, 150-86 Caledonian Highlander Army Victory!

Post Game Analysis

This is a classic example of an interaction that Adam and I have discussed many times on stream. The idea is that you force your opponent to leave things out to ARO dangerous warbands, in this case the dogs. Then you have some other ranged threat to follow up to knock down all the threats they stood up. In this case Jeff had a pretty good response to the dogs with linked Briscards.

I have the right amount of tools to engage the Briscards, who are only in a 3-model link and therefore are vulnerable to surprise shot. I also got lucky in that the Moblot was visible to one of the Caterans. Once I was able to either take out or force the Briscards prone, that opened the way for the Wulver to advance and take ground.

One of the real issues that I had this game though was simultaneously preparing for Margot & Duroc and a push by ParaCommandos. I prepared way too much for Margot and Duroc and had my left flank hit pretty hard. Fortunately I had enough backup guns in the form of the Wulver and the Grey HMG, but Jeff managed to do a fair amount of damage to my order pool.

I probably could have spent the orders I spent on Uxia setting the SAS up on the left to defend the table edge against the ParaCommando, but having Uxia forward advanced was good too. It was a little annoying that I couldn’t pressure with Uxia a little more effectively at the top of 2, but I had to push through on the right to deal with the Chasseur there, who is very dangerous to the Grey/Volunteer link. I could probably have done the work with Uxia, but she was pinned by a mine and I couldn’t unpin her easily.

Having the ability to go first and deploy second was just so powerful. I really should have risked deploying Uxia aggressively, but I was too conservative to do so. Having her on the roof where the Wulver ended up would have saved me a bunch of orders and given me a lot of options once Briscards had been forced prone or killed.

Jeff thought he could leverage the ParaCommandos and second turn advantage to take the win, which he almost did with the ParaCommando attack. I had to keep up consistent and relentless pressure with the dogs and Wulver, and continue to take and hold ground to get points for quadrants. One of the nice things about Superiority is that it really does force you to push things into quadrants which drains orders from other units which you could use for attacking or retreating. Careful tempo and target prioritization is really important.

At the end of the day, this was a really fun game between two out of print sectorials, and it made me remember how much fun the French are to play. Jeff did lament that this was the one tournament he didn’t bring his Loup Garou to! I’ll have to return to the French soon! Thanks for reading, and thanks to Jeff for a great game!


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

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