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Found 25 results

  1. Batrep Wednesday! Infinity Battle Report #2 - Operation Blue Feather PanO (While) and Ariadna (Coleslaw) forces battle it out over a tessium mine on Dawn. Forces and mission: We play Recon 2.0 by Ash Barker. 150 pts battle on a smaller board. Comments and feedback are welcome!
  2. A while back, our regular Infinity group decided that we'd played enough games to learn the ropes pretty well, and that we really liked the way the game played. We ventured into ITS and 20x20 missions, and slowly increased the sizes of our games. But at some point, everyone sort of decided that while separate, stand-alone games were fun, what would be really cool would be a campaign, where we could string our battles together and our successes or failures would have meaning, influencing what happened next. One of our guys had Paradiso, and while that had some neat elements, we've always been a pretty creative bunch, and decided we wanted to do our own thing. Looking at the factions represented by the 5 regular players who would be involved, a plan began to form in my head... The planet of Dawn (home of the various factions descended from the original colonists aboard the Ariadna) is a fractious, unruly, hostile planet. It also happens to be rich in Teseum, a mineral that is lightweight but extremely strong. Since the end of the Separatist Wars, the Kazahk "Rodina" faction has been nominally in charge of the administration of the planet, with the USAriadna, Caledonians, and Merovingians being brought into line as de facto vassal states. Yet it is the Caledonians whose territory contains the richest deposits of Teseum. Chafing under the Kazakh yoke, the Caledonians long to turn their bountiful natural resources into better opportunities and more political clout. After Dawn's rediscovery by a PanOceanian scout, a resource rush between Yu Jing and PanO broke out, with both sides making territorial claims (much to the anger of the native Ariadnans). It was only the intervention of an unlikely combined Nomad and Haqqislam political alliance that forced the O-12 to step in to curtail the bald-faced land grab on the part of PanO and Yu Jing, both of which seek to circumvent O-12 restrictions on resource exploitation by any expedient means. The Haqqislam in particular has forged a meaningful relationship with the Ariadnans, though their motives are far from altruistic; though mutually beneficial, Haqqislam lift facilities and transport ships bring much of Dawn's Teseum to market. But given the political minefield that is Ariadnan internal politics, Haqqislam must tread carefully between the local factions. Enter the Morat. The EI has ample supplies of Teseum - it is one of the materials that makes their highly-advanced war machine so fearsome. What the EI does NOT want is to have the humans develop the same capabilities. Unfortunately, with the bulk of its advance forces tied down on Paradiso, it falls to a small, dedicated brigade of the Morat Aggression Force to operate far behind enemy lines, disrupting the human Teseum supply until the EI's full attention can be brought to bear and the human planets fall like so many dominos. Right, so we have five factions, each with their own primary goals: The Caledonians, who seek to expand the Teseum production under their direct control The Kazakhs, who seek to maintain hegemony over Dawn, keeping any upstart Caledonian separatists in check The Haqqislamites, who are trying to profit by securing important shipping contracts and moving the Ariadnan Teseum off-world for sale on the open market The Japanese, trying to circumvent O-12's restrictions on resource exploitation on Dawn by any means necessary - and whether this activity is at the behest of the Imperial Court or hides a deeper play at Japanese independence remains to be seen and The Morat, who are there to basically wreck everything and everybody. Their force is small, however, and avoiding detection by the humans is of paramount importance. Staying an effective, operational combat force is their primary objective. As mentioned, each faction has its own primary goal, which it is always trying to advance. But similarly, each faction has some opinion about everybody else's primary goals, and campaign points are awarded based on how far along the "track" (positive or negative) those goals may be. So for instance, the Kazakhs want to maintain hegemony, and get points the more that track goes positive. But the Caledonians want to throw off the Kazakh yoke, and get points the more that track goes negative. As Haqqislam, trying to deftly navigate the local political landscape, I get the most points if that track remains at 0 and lose points if it goes in either direction (because it's in my interests to play the balanced factions off against each other). The Morats know that a second Separatist War can only help them in the long run, so in this regard their interests actually align with the Caledonians. Too bad they're also trying to blow up all of the Caledonians' Teseum mines and processing facilities. If it sounds a little complicated, that's kind of the point. The political situation is messy, and the fact that some factions are trying to balance certain tracks means that your friend one campaign turn might be your enemy the next. As Haqqislam trying to balance the Kazakh hegemony track, I might be springing Caledonian separatists out of a Kazakh prison one turn, only to lure those same separatists into a deadly trap under the guise of a false arms deal the next. The up-side of this system is that everyone has at least some reason to fight pretty much everyone else over something. No one gets left out, and everyone's playing their own complex game. Each turn of the campaign, a player picks a track (any track, it doesn't have to be their primary) and decides which direction they want to try to move it. Their opposition can be selected from ANY other player for whom that move would reduce their campaign score. The "attacking" player picks the mission (or the primary mission, because so far we've found 20x20 to be fantastic for this kind of play) and the two players duke it out. If the "attacking" player wins, the track moves. If not, their plan is thwarted and there's no change (though more on this in a sec). Finally, each faction has its own special ability tied to the use of Command Tokens, usable during any battle. For instance, given their desire to maintain "plausible deniability," the Yu Jing player may burn Command Tokens before the game in order to purchase another 25pts of any Mercenary troops (though they would of course then have fewer Command Tokens to use during the battle - an advantage to be sure, but a dangerous one). And remember how if an attacking player fails, there's no change to the track? The Kazakhs' "This is OUR planet" special ability means they can burn a Command Token before a battle to ensure that if they win the scenario, their opponent's primary track is ALSO decreased by one, an ability they can use as both attacker or defender. So far, it's been a hell of a lot of fun. The battles have been brutal and underhanded and characterful, and it's been neat to have linked battles telling a story. ------------------------------------------ Right, how do I get this forum to not try to auto-merge my posts such that I can post the actual bat-rep (without it erroring out because the resulting merged post is apparently too big)?
  3. Dedication: This style of write up is inspired by one of the first batreps I ever read 'Battle for the Stacks!' by Paz (link in spoiler). It's a great style that I always wanted to try out and after many years I still remember it. I've since got myself a Surface which makes it quite easy to draw things -although my skills are very very poor it is still fun. This is one of the first full games I've played of Infinity with everything -scenario, objectives, free choice of units etc. I've usually just been working on assembling armies and scenery in my spare time but now am at the point that I have several people interested and wanting to play. This game pits my Nomad force against my friend who is playing his Aleph. Narrative Opening: The amateurs in ops had got it wrong, calling in a supply drop deep in the Pan-O controlled city district 7 too far from the intended recipient cells. Lt Natasha sighed, her breath hidden by her visor. She’d been dispatched to recall all evidence of the Nomad information gathering operation. Her orders were simple, reach the air-dropped pods, recover useful supplies and destroy the rest. “Touch-down in 5 minutes.” The pilot called out from his seat -his voice almost drowned out by the helicopters rotors and amplified by the radio coms. “Are you guys really going to do this?” “Don’t worry” Tash replied “We’re trained for this s--t. Em.” She called out to her info-war specialist. “Are we live yet?” “Just a second.” The anarch, sometime drugged fuelled punk slash rock slash whatever the ^(#!$*! she wanted to be, hacker replied. “I’m hooking Jimmy up now.” She pointed to her robotic servant styled somewhat like a child’s interpretation of a panda. It gave a mock salute at the Lt with a cheery backlit smile plastered on its face. Meanwhile, a nearby call to the Pan-Oceanic police was being listened in on by programmed ears. “Sir, we’re picking up an unscheduled heli with no flight plan making serious speed for District 7.” “Roger, we’ll check it out.” Detective Benjamin confirmed only to have a burst of static sound in his ear. “What the hell?!” “DO NOT DEVIATE FROM YOUR PRESENT PATROL. ALEPH JOINT SECURITY CODE 89CEV. WE ARE ASSUMING DIRECT CONTROL OF THE SITUATION.” Benjamin’s partner, Nako, looked wide eyed. “89CEV? But that’s, that’s-“ “None of our business. If the eyes in the sky want to take a look into this, I’m not ruining my day by checking it out.” Back in the helicopter, Em was entering a serious tirade of swearing in several languages. “What’s up Em?” Tash asked “It’s Aleph L.T. They’ve dispatched an interception force. No doubt to recover the evidence.” In the background a single visor lit up with an electric hum. Natasha nodded. “Well, if they mess with the bull -they get the horns.” Begin Mission The lists: Nomads This was very much a ‘what I feel like playing list’. Fortunately it included a number of specialists (or models I could upgrade to specialists). Some models like the Taskmaster had just been assembled with the glue still drying! They were split between two groups with the Prowler, Sin-eater, Daktari and a Moderator making up the second group. My opponent’s initial thinking was to take out the Sin-eater as fast as possible. He hates that unit due to bad experiences in past games. Aleph I don’t have any pictures but essentially there were two groups. A bunch of Myrmidons with some Netrods made up the first group. The second group was a hacker, sniper, netrods and an Achilles. My number one worry was Achilles. I also didn’t have any MSV2 to see through smoke. I was hoping to hack Achilles to take him out of the game and just try and infiltrate my way to victory as fast as possible. Turn 1 – Aleph Nothing to crazy here. He hadn’t positioned well (Achilles and two Myrmidons brought up the left flank which made his central and right side quite weak). He started to correct for this while throwing a smoke grenade and taking shots at my Sin-eater. First rule error: I completely forgot that cover adds to your armour as well as impacting the BS roll. While Aleph blew 4 orders taking out the Sin-eater (failing one grenade throw and one sniper shot), I would likely have survived longer. But meh, Mr Sin-eater was clearly in the sights of Aleph. Turn 1 – Nomads I’d positioned a Prowler and Zero near by to two supplies crates. Extracting both I started to pull back. The zero got quite far back while the Prowler suffered due to now only having 3 orders in his group. Second rule lesson: We both forgot about coordinated orders which would really have maximised our positioning in these first turns. I also healed the Sin-eater with a zond bot and moved up my Task master (taking sniper shots in the process. I shoot out a repeater with my favourite unit -the Reverend Custodier near my Task master. My plan is to hack Achilles if he comes around. Scenario lesson: At the time I was thinking Achilles could go after the nearby techcoffin but this was actually incorrect so this plan didn’t work out at all. At this point I could see that Achilles was going to likely come for my Task master (maybe the techcoffin as per above) or loop around back to take out my Moderators. I should have turned around my Moderators and set them up with some suppressive fire but instead sent the Task master out to try and entice Achilles for a fight in wider fire lanes. Achilles then shot back at the Task master causing the big guy to take a wound and pull back. All the Task master’s shots were deflected by armour. Turn 2 – Aleph Aleph is feeling the pressure now with no supplies taken. There is more positioning correction (moving Myrmidons up). Smoke and sniper to take out the Sin-eater for good this time with a critical and also taking out my Task master with another critical (get ready for several more of these). The Myrmidons also start taking shots at my Grenzer hiding away taking potshots at them from the left flank (he still lives through this). Achilles loops around and starts engaging my Moderators. I get a lucky shot and wound him but one Mod goes down. Turn 2 – Nomads The battle is getting real. I’ve now abandoned my right flank with my Task master down and Achilles and two Myrmidons on that side of the board. Achilles is clearly going to cut through my Moderators like a hot knife through butter. Instead I concentrate of getting the Zero and her supplies into a safe spot. My Prowler is moving out into the street to pull back but gets taken out by two Myrmidons. The Daktari shoots him with some drugs and he tries again to pull back only to be taken down again. Lesson learned: Prowlers are squishy. Also I badly miscalled a coordinated order that really wasn’t needed and just wasted command tokens. Thinking back, I should have reduced Aleph’s order pool by two right at the start for a slight benefit as well… Note: Prowlers -despite looking badass, still can go down really easily. Still look badass though. I also send out a fast panda and begin hacking Achilles like there is no tomorrow. One of my secret objectives was telemetry but can you believe that I fail these rolls? So I switch to trying to immobilise and while I hack him several times he just keeps resetting very easily. Lesson learned: Don’t bring a hacking device to an exploding close combat weapon fight. Also, I’m sure I’m doing hacking wrong (we were interpreting the rules in some weird ways like cover affecting hacking rolls and it seemed very easy to reset in ARO and ignore the successful hack). But we’ll learn. Turn 3 - Aleph Aleph is finally in a position to take supplies. One Myrmidon officer engages my right side’s tech coffin and takes the supplies safely. Meanwhile, another Myrmidon swings around to take out my Grenzer and then the supplies off my Prowler’s unconscious form. He pulls back safely. Achilles meanwhile engages my Custodier and kills her with a critical. He then turns around to fight my Reverend healer (who has been pretty ineffectually trying to shoot him). Achilles raises his spitfire and pulls the trigger to reveal… Two critical hits. Most holy mother and patron saint of healing has her brains painting the nearby walls as she falls down into a heap. My poor little fast panda is forever traumatised and will never be the same again. I call hacks on these two 18's being crits! Turn 3 – Nomads With only a few individuals still conscious on the board (let alone alive), the Nomads pack up shop and call for immediate evac. End score: Nomads: 1 Objective point (0 Classified Objectives) Aleph: 5 Objective points (0 Classified Objectives) Post game analysis (being a summary of the conversation my friends had after the game): Nomads: Nomads had done really well on positioning but should have put one of my doctors on the right flank to help out the Task master and moderators. I completely lost the right flank. Achilles is just a beast. Next time I’m lining up a firing squad in his way if he comes nearby. Lastly, I felt pretty order starved. Maybe an AD troop to land in to take out Aleph’s Netrods would have helped. While an MSV2 Intruder would have been great, I don’t think one could have covered all the space needed. Aleph: Poor positioning really took the momentum out. Achilles could have held one side of the board all by himself without two Myrmidons. Achilles also kept the Nomads occupied and allowed me to kill a lot of his order generators. Netrods are amazing and well worth the points. The hacker did nothing. Smoke and sniper were really effective and gave supremacy over one part of the board. Narrative End: Natasha cried out in pain while the medic gave her another shot of anaesthetic. The evac copter’s rotor sounds were almost drowned out with similar sounds of hurt. “Dammit, what the hell happened out there? Ops gave no warning an Achilles unit was going to be deployed in the field!” “Don’t know L.T.” Em replied, her small robotic panda shivering in her lap giving a small electronic cat-like mewling to indicate distress. She patted Jimmy to calm him “But it appears besides the Reverend Doc, the others have been left alone for us to pull back. Hell, we were even able to medi-vac you out sis.” Natasha spat, tasting iron on her tongue, and pulled up her mask -the optical displacement software fizzled weirdly while trying to compensate for the blood splattered over it and the camouflage mosaic it was meant to display “At least we got one of the packets. Em, contact Ops and send a sitrep. I want us covertly out of this continent by morning -the eye in the sky knows we are here now and will certainly be looking.” “Sure thing L.T.” Em patted Jimmy, causing the panda to finally stop shivering and begin to pur. “Sure thing.” On the borders of District 7 a non-descript delivery van moved steadily through the streets headed by the CBD. Inside, the highly expensive military tech would stand in stark contrast to the van’s average exterior. Hooked up to the central server in the back by a series of wires, the Aleph tactical response team lay motionless while relaying the night’s activities. “We maintained a low kill count to minimise Pan-O police presence. Two supplies crates were retrieved but analysis has so far provided no benefit. Returning to base. ETA 35 minutes.” “Acknowledged.” Detective Nako looked down at the corpse of a woman. Two gun shots had removed half her face but there was still enough of her left to see the signs. Military grade camouflage fatigues, an illegal machine pistol and rifle she’d found hastily discarded in a nearby bin. Next to the corpse, Nako’s friend Yuri hastily scanned the remains. “What’s happening to her body?” Nako asked. “It’s called, TNT or ‘Tell No Tales’. A nanite virus, it rapidly deconstructs the body to ash. Military used it in the Colonial wars -gets rid of bodies they don’t want found.” “Clearly illegal.” “Oh, absolutely. But we can’t stop it. Not here. But I’m recording it, she won’t be forgotten.” Nako looked down as the woman’s face sunk in on itself, flecks starting to blow away in the breeze like old paint. “I shouldn’t have listened to Ben. Something happened here. Now we might never know what.” “I know Nako, but you called me out here. At least we have something. We’ll pull the security footage of the area. Maybe we’ll get lucky.” Nako grunted.
  4. We are doing a small campaign at my gaming group. I'll be making some battle report, like I tried for Paradiso. Only this time I'm trying out Comic Life 3. For my first game I played TACOS which Penemue introduced to our group. It is apparently a popular system in northern Ontario. You draw 4 objective cards, shared for both player. At the start of your active turn you may discard one and refill to 4 cards shown. When you complete an objective you grab the card. More information available on their forum : Penemu played Malphas Corporation - Asaro Conflict ────────────────────────────────────────────────── GROUP 18 GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54) GECKO PILOT Assault Pistol, Knife. (0) ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19) ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19) SIN-EATER HMG / Pistol, CCW. (2 | 33) INTERVENTOR Hacker (Hacking Device Plus) Boarding Shotgun / Pistol, Knife. (0.5 | 24) SPEKTR Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 30) INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43) TOMCAT Doctor (MediKit) Combi Rifle + Light Flamethrower / Pistol, Knife. (0 | 22) GROUP 23 3 2 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10) ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) HELLCAT Boarding Shotgun / Pistol, Knife. (0 | 21) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6 SWC | 300 Points Open in Infinity Army and I payed asaro TAG faceoff ────────────────────────────────────────────────── GROUP 110 LIZARD MULTI HMG, Heavy Grenade Launcher / . (2.5 | 87) LIZARD PILOT Pistol, Knife. (0) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) REVEREND CUSTODIER Hacker (Assault Device Plus UPGRADE: Icebreaker) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 32) KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) MODERATOR MULTI Sniper Rifle / Pistol, Electric Pulse. (1.5 | 17) MODERATOR Hacker (Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0.5 | 17) MODERATOR Spitfire / Pistol, Electric Pulse. (0.5 | 15) MODERATOR Combi Rifle + Light Grenade Launcher / Pistol, Electric Pulse. (0.5 | 13) MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10) GROUP 21 1 1 SALYUT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (0 | 8) 7 SWC | 300 Points Open in Infinity Army You can read the comic over on google drive :
  5. BatReps from the UK Infinity Masters 2016. In a word EPIC!
  6. Full write up here: Some teasers... Enjoy! (It is a bit thin on text because blogspot wiped out my efforts 4 times in a row... yes, you are reading the 4th iteration of hours of painstaking work! Gah! Video batreps are the future!)
  7. Hello! Just posted a WINNING BatRep on Operation: Flamestrike in Tian Xian. Please check it out! It's meant to be told as a Comms log from my Lieutenant's perspective as she is shouting orders to the troopers. Thanks!
  8. Hi all, I have been working on creating a culture of narrative batreps with videos and photos at our local gaming club. I will be posting them here as they are finalised. I am quite interested to read any batreps from people that try and do the same. Where possible I like to make some videos as well. Comments and advice welcome!
  9. Battle for Svalarheima was a great event, thrown for the first time this year. Almost all of the contestants from the Central Coast and Northern California made the trip, giving us a great field. The scenarios: Beaconland. Ugh. Such a mess, but the most basic principle is to have a good number of Specialists and a strong degree of mobility. Since Camo Skirmisher Specialists and Infiltration are nerfed by the Beacon Rules and the Exclusion Zone, playing a bit more cautiously with my usual MRRF troops was important. Frontline A straightforward scenario, with marching forward and holding zones. MRRF's mobility is a huge boon here, but their flimsiness and shortage of huge point units makes this one a little tougher. Good for Mirage-5, I think. Supplies One that MRRF was born for. I put together the following two lists, which I felt would give me all the options I needed for those three scenarios. The Briscards are a solid link that can pack multiple Specialists and advance easily, making them great for Beaconland, and obviously they're my go-to link for any Camo intensive opponent or Steel Phalanx. Force de Réponse Rapide Merovingienne ────────────────────────────────────────────────── Group 1 9 0 0 CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (20) BRISCARD Sniper Rifle / Pistol, Knife. (1 | 25) BRISCARD Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23) BRISCARD (Forward Observer) Marksman Rifle / Assault Pistol, Knife. (25) BRISCARD (Forward Observer) Marksman Rifle / Assault Pistol, Knife. (25) BRISCARD (Forward Observer) Marksman Rifle / Assault Pistol, Knife. (25) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (14) TRAKTOR MUL (Minesweeper) Electric Pulse. (5) TRAKTOR MUL (Minesweeper) Electric Pulse. (5) Group 2 9 0 0 CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (20) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) BRIGADIER BRUANT Molotok, D-Charges / Pistol, Knife. (1 | 28) MÉTRO HMG / Pistol, Knife. (0.5 | 19) MÉTRO Paramedic (Medikit) Rifle / Pistol, Knife. (10) MÉTRO Rifle / Pistol, Knife. (8) MÉTRO Lieutenant Rifle / Pistol, Knife. (8) MÉTRO Rifle / Pistol, Knife. (8) 112 Light Shotgun / Pistol, CCW. (12) 4.5 SWC | 300 Points Open with Army 5 This one I was very excited for, since I haven't used Mirage-5 for a long time. Beautiful for Supplies if I have to recapture boxes, and Mirage-5 is also a great surprise for Frontline. Force de Réponse Rapide Merovingienne ────────────────────────────────────────────────── Group 1 9 1 1 MARGOT AP Rifle + Light Grenade Launcher / Pistol, Knife. (37) DUROC 2 Chain Rifles, Grenades, Smoke Grenades / AP CC Weapon. (32) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (20) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) BRIGADIER BRUANT Molotok, D-Charges / Pistol, Knife. (1 | 28) MÉTRO HMG / Pistol, Knife. (0.5 | 19) MÉTRO HMG / Pistol, Knife. (0.5 | 19) MÉTRO Paramedic (Medikit) Rifle / Pistol, Knife. (10) MÉTRO Paramedic (Medikit) Rifle / Pistol, Knife. (10) MÉTRO Lieutenant Rifle / Pistol, Knife. (8) Group 2 7 0 0 PARA-COMMANDO (Forward Observer) Rifle / Pistol, Knife. (21) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (20) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (14) TRAKTOR MUL (Minesweeper) Electric Pulse. (5) TRAKTOR MUL (Minesweeper) Electric Pulse. (5) 112 Light Shotgun / Pistol, CCW. (12) 5 SWC | 300 Points Open with Army 5 Game 1: Beaconland versus John's Ariadna Ugh. Two things concerned me here. The first is that Ariadna is the allstar of Beaconland; dirt cheap quick Specialists, plenty of smoke cover, plenty of cheap ARO pieces, plenty of cheap mines and templates for table control. The other concern is that two players with close to 20 orders each (my opponent had well over 20 Orders per turn, including Impetuous) meant that making it through all three turns was going to be a challenge. I'm pretty confident at making my MRRF turns go quickly, even with 18 Orders, but a complex and movement-oriented scenario like this is particularly demanding. I won the Lieutenant roll, opting to take side and force my opponent to deploy first. Not only would this let me react to the storm of bodies that would be rushing forward, but it would also let me spot threats like Spetsnaz, Caterans, etc. and avoid them as necessary. If my opponent followed conventional wisdom too, he would take first turn and let me have the final say in beacon manipulating. John's list basically maxed out Impetuous Smoke and Specialist count: Ariadna ────────────────────────────────────────────────── Group 1 8 2 2 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 21) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (8) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (38) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (10) KAZAK DOKTOR Rifle / Pistol, Knife. (13) LINE KAZAK Rifle / Pistol, Knife. (9) LINE KAZAK Lieutenant Rifle / Pistol, Knife. (9) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) Group 2 7 3 4 DOG-WARRIOR 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (27) DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (30) K-9 ANTIPODE AP CCW. (7) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (8) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (10) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (10) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (14) TRAKTOR MUL (Minesweeper) Electric Pulse. (5) TRAKTOR MUL (Minesweeper) Electric Pulse. (5) 3.5 SWC | 297 Points Open with Army 5 Turn 1: Ariadna Sure enough, my opponent took first turn. My deployment here was critical: I didn't see a Spetsnaz in his DZ, noting that the only serious gunfighting threat was placed high atop a tower and was almost certainly a Cateran (not a Spets sniper, since there was no Ambushed Camo nearby.) I used a high-ass tower in the middle to prevent the Cateran from seeing my Briscards, who deployed bold as brass on the left flank to ARO everything they humanly could. I hid my Chasseurs well in the Dead Zone because I wanted to keep them alive for running Beacons forward. My Metros hunkered on the right flank. I would have loved to keep everything closer to the umbrella of the Briscards, but grouping up that much was risky since a Dogface with smoke and Chain Rifles can always cause problems to a crowded DZ. I stole 2 Orders from the Dog pool as a precaution to help offset that. I banged a few Wounds off of Impetuous models, limited somewhat by Total Immunity mitigating the full effectiveness of the Heavy Rocket Launcher. My opponent used a Coordinated Order to activate a crapton of beacons in his own DZ, pretty much automatically preventing me from scoring the 3 points from his DZ. He ran an Irmandinho up my right flank, which wasn't as well defended as I would have liked. I deployed the Minelayer Chasseur centrally, but he would have been more useful on the right. The Irmandinho traded hits with an FO Chasseur, passing his save versus the light flamethrower and dropping the Chasseur before eating a Metro rifle shot that put him down. Unfortunately, this opened a gap for Van Zant to enter play. Van Zant killed the Paramedic and Dozer I had over there, a brilliant series of moves on my opponent's part. Because the rest of my Specialists were far over on the left flank, I wouldn't be able to recover/activate the Beacons of those dead right flank Specialists without spending a ton of Orders. If I was confident were playing all 3 turns, this wouldn't have been so bad, but since this was essentially a 2 turn game I knew I would have to act quickly. Eventually my man Bruant took down Van Zant, ending that reign of terror as well as my opponent's turn. Turn 1: MRRF. I had to move quickly. An entire hour had passed, half of our round, and I hadn't even had the chance to take a turn yet. The Briscard pool, entirely untouched, come to life and just rampaged. My opponent had piled a great body count with Van Zant, but had left a ton of troops exposed. The Briscard Sniper dropped the Cateran, the Heavy Rocket Launcher nuked an Irmandinho, two Line Kazaks, and the Devil Dog (catching a third Line Kazak in the blast in the process) as well as a lurking Maverick. As they pressed up the table, the Briscards dropped two beacons in the center exclusion zone, also interacting with a beacon for that free point. In my battered off-pool, Bruant coup-de-graced the Irmandinho for a Classified, before the Metro HMG took some long shots to drop a Grunt Flamethrower. Turn 2: Ariadna With his pool shredded, the Ariadnans scrambled to play the denial game by dropping tokens in his dead zone. Thankfully the Briscards were just entirely dominant at this point. While the Specialists pushed up along the ground, the heavy weapons maintained their high-ground vantage point and just killed everything in ARO. My opponent's attempts to break my 5-man bonuses were met with high-quality Marksman Rifle AROs that put them down. I knew I wouldn't be able to touch all the beacons in my opponent's DZ, but I was determined that he shouldn't get the mid zone or keep me out of his Dead Zone. Turn 2: MRRF The Briscards slogged forward again, reconfigured a beacon and dropped one in the null zone for that point, while my remaining Chasseur FO ran up to contribute another beacon. I took this time to tip my opponent into Retreat with more fire from the Briscards, since Irregular Orders for everybody would limit his ability to switch any of my Beacons off. Turn 3: Ariadna Some of his troops scrambled, but he wasn't able to realign anything. With more beacons in the mid zone, more beacons in his dead zone, a console aligned, a classified done, and an enemy beacon reconfigured, I walked away with 7 points to my opponent's 3 (he dropped a beacon in my own DZ, and I didn't feel any need to try and goose egg his scores when I could focus my Order elsewhere. Game 2: Frontline versus Brent's Nomads Brent runs a tight ship with his Nomads, placing second at a big event not too long ago. He was in the lead after Round 1, so I'd have to batter him pretty thoroughly to gain the overall lead. I won the rolloff again, opting to take side and make him deploy first. I decided on the Mirage-5 list pretty quickly, and here I had a tough question. One side had superior cover, with lots of dense terrain. I could deliberately let my opponent have that side, because it would have made for a perfect killing field for Duroc with all the lanes and corridors that would let him wreak havoc while limiting AROs. Alternately, since my opponent was likely going first, I didn't want him to run in and wreck me before I even got Mirage-5 on the table. In the end, I took the side with better cover. His list didn't have too many surprises. I suspected one or two lurking Tomcats, and the Iguana was obviously something I would have to pay attention to. Nomads ────────────────────────────────────────────────── Group 1 9 1 1 IGUANA HMG, Heavy Flamethrower / . (2 | 71) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (18) TOMCAT Doctor Combi Rifle + Light Flamethrower + 1 Zondcat / Pistol, Knife. (26) ZONDCAT Electric Pulse. (4) TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (22) LUNOKHOD Heavy Shotgun, Heavy Flamethrower, CrazyKoalas (2) / Electric Pulse. (26) REAKTION ZOND HMG / Electric Pulse. (1 | 26) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (6) Group 2 1 2 2 SALYUT (Minesweeper) Electric Pulse. (8) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (6) MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (6) 5.5 SWC | 300 Points Open with Army 5 I hid everyone pretty thoroughly, though left Bruant and both HMGs peeking out to cover the table edge and stop any Tomcats or direct template wielders from running in and wrecking my backline. I bottled up the lanes to my half of the table with mines and Chasseur flamethrowers, so my defense felt solid. Field o' Camo Markers: It also helped that I was able to see where his Intruder dropped, since I was able to pick the opposite table corner that had a lot of intervening terrain, to limit what the Intruder could see and shoot. Turn 1: Nomads One of his REMs was pinned by my HMG AROs, so he redeployed a Morlock to toss smoke and unpin the REM. He succeeded, with the REM scrambling to safety under cover of a smoke cloud, and this did a nice job of chewing into his Order pool a bit (coupled with me stealing 2 Orders already.) He was wary of my swarm of Camo Markers in the mid, so he set up his Koalas to hopefully nail them if any revealed in my own turn. The Iguana strolled up looking for targets, failed to discover Bruant, and ended the turn cover my entire DZ in Suppressive Fire. Turn 1: MRRF Miiiiiiiiirage-5. Duroc dashed onto the board, safely behind the Suppressing Iguana. He laid some smoke to work into a better position, knocked the Intruder to Unconscious with a Spec Shot Grenade, then did the same to the Alguacile Hacker and Total Reaction REM with a second grenade. The Para Commando walked on the same edge, Forward Observing the back of the Iguana for a Classified and also supercharging my next move... Margot walked in, unloaded into the back of the Iguana with her AP Rifle, and did an immediate two Wounds to make the Pilot pop out. Turn 2: Nomads Now on his back heel thanks to my Airborne Deployment troops, the Nomads were looking to get back in the game. I had a Chasseur covering the wreckage of the Total Reaction REM, but a Morlock smoke grenade blocked that lane and let the Clockmaker jog over and repair it. The Morlock and Chasseur traded direct template hits, with me failing my armor save while he passed his own. A Tomcat walked on, with Duroc flubbing his smoke toss and eating two Combi Hits that knocked off a Wound. The Tomcat pressed the attack, Duroc rolled a beastly 17 for his smoke this time, but the Tomcat scored the needed Crit and put Duroc down. My opponent Coordinated some Orders to shove troops out of his own DZ and try and grab at least one Quadrant, using the TR REM to cover the Para Commando and Margot. Turn 2: MRRF My opponent was teetering close to Retreat land, if I managed to kill his pilot. I couldn't run the risk of letting the pilot and Total Reaction bot to rampage around, so I used Chasseurs to flank and put them both down before piling both Chasseurs, Margot, and the Para Commando into his near Quadrant to control it. My link finally left their DZ, controlling the near and middle Quadrants: Even if my opponent got aggressive, I was confident I had the points I needed to hold all three Quadrants. Turn 3: Nomads In Retreat, my opponent gunned down a Chasseur with his Interventor and ran his baggage bot up, but I still had the necessary points in his zone to keep it controlled in my favor. Final Score: 10 - 1 Game 3: Supplies versus Eliot's Nomads More Nomads! Alright here we go. I was feeling pretty confident that either of my lists could pull weight here, so I went with Briscards for their strong offense/defense versus Camo. Nomads ────────────────────────────────────────────────── Group 1 10 0 0 RIOT GRRL Spitfire / Pistol, Knife. (2 | 35) INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) BRAN Combi Rifle+ E/Mitter / Pistol, DA CCW. (35) ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24) ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (19) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (10) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (17) Group 2 4 0 0 TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (22) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (10) SALYUT (Minesweeper) Electric Pulse. (8) DAKTARI Combi Rifle / Pistol, Knife. (14) ZONDBOT Electric Pulse. (3) 5.5 SWC | 300 Points Open with Army 5 Eliot nailed his WIP roll with a 15, giving a pretty clear indicator of who is Lieutenant was. He opted to go first, so I took the side with superior cover and highground vantage points in my own DZ. Despite the Supplies all being in a relatively open square, LoF was fairly crowded thanks to the height and verticality of the buildings. I was very tempted to go with Mirage-5 to try and rip the guts out of his backline, but using Briscards is just a lot of fun and I felt their great weaponry and Visors would still give me a strong edge here. With a Moran, two Zeros and an Intruder roaming around, Briscards would be helpful as always. The Intruder was deployed on a roof that was largely flat, which meant it would have trouble slicing the pie versus any targets out there. I dropped both Briscard heavy weapons in LoF of that rooftop, hoping to challenge the Intruder and lock down movement in the midfield. The Chasseurs fanned out conservatively, covered by my bigger guns and ready to dash for boxes, while the Metros locked down the right side where the Briscards had no LoF. Tomcats and Hellcats are always a concern versus Vanilla, so good coverage of the table edges and backfield is pretty critical. Turn 1: Nomads The Riot Grrrrl Spitfire was actually my biggest concern. MSV1, mobile, durable, high burst weapon which was more than enough to punch holes in 1-Wound, fragile MRRF units. She came cruising out to try and bust my Briscard link, slicing the pie to isolate the Sniper but missing the 24 inch sweet spot by 3/4 of an inch. The Sniper gave her a knock on the armor, but she passed her save and ducked back to safety. My opponent chased that with a Coordinated Order on both the Intruder and Grrrl, hoping to get me to commit to the Grrrl so the Intruder could fire unopposed. I didn't fall for it, opting to hold vs the Intruder, and the Grrrl's Burst 2 shots missed. The Nomads shifted gears now and went for objectives, grabbing the leftmost box and retreating, while Bran (failing his Superior Infiltration Role) came up to provide support for that box holder. Turn 1: MRRF I led with the Briscard link, using the HRL to take on the Intruder Sniper. We both missed the fact that a Jaguar had a Panzerfaust ARO to my HRL as well, but I was happy to let that through and take my chances knocking out the Intruder. That plan materialized well: Intruder down, I ate a Panzerfaust but only went Unconscious, and Docto Axedeath fluffed his healing roll and the Briscard HRL went down for the count. Thankfully though, 4 Briscards is still plenty to work with. I started going to work skirmishing with the Chasseurs, which might be my favorite aspect of playing MRRF. I flanked the Riot Grrrl and started going to work on her with rifle shots, but despite my opponent failing his Dodge attempts, I just couldn't bust through her Armor and she eventually edged her way back into Total Cover: My Briscards redeployed and dropped the Zero box carrier and the Moran: Another Chasseur took care of Bran with more rifle work. Bruant and another Chasseur teamed up to reveal the right flank Zero. Turn 2: Nomads I had done well taking down my opponent's midfield presence, but now the Riot Grrrl was going to go to town on my overextended units. She dropped two Chasseurs and a Briscard before going into Suppressive Fire to deny me the leftmost box. A Tomcat showed up on the left also to back her up and solidify control of that box pretty thoroughly. Turn 2: MRRF Of my remaining Briscards, 2 were pinned by the Grrrl, but one was free to get some work done. He cleared the way for Bruant to D-Charge a diner, opened a box and handed it off so Bruant could retreat to safety with it, then set up to defend and potentially grab the middle box on Turn 3. I finished the turn by setting some mine traps for the Grrrl and Tomcat to stop them retrieving the leftmost box... Turn 3: Nomads ...And the Grrrl just gleefully dodged through the mines, tripping them and making it through unscathed. She grabbed the box and Suppressed again, backed up by the Tomcat, while the entire Nomad backline stuck their heads up to ARO as much as they could and try to stop me grabbing the middle box. Turn 3: MRRF That plucky Briscard wasn't bothered by such things though. He planted the Interventor with his Marksman rifle before belly-crawling through a field of rubble to avoid eating a Panzerfaust ARO, securing the middle box: With two boxes in my hands, things were looking good. The last thing I could do was try to take a box away from the Nomads. With a Chasseur, I dropped a mine around a corner and then swung around to take on the Grrrl. If I could take her down, I'd score max points. She casually won the F2F, tanked the mine blast, and the Chasseur went down hard. I then ran my 112's light shotgun over in another last-ditch attempt. The Grrrl was on one Wound at this point... Nope, the 112 taunted me by rolling 15s, missing the Crit by 1 before going down hard as well. Still, I ended well at 7 - 2, which would be enough for first overall. Conclusion: This was a great example of MRRF's capabilities. Flexibe, rapid, and they rely on the basic fundamentals of fire + maneuver in order to be successful. Their high Order pool comes with fragility, and their great abilities come with moderate stats, making for a very interesting force to play. I just love these guys... Reflections on units: Chasseurs: A What else can be said here? These guys are just legendary. Skirmishing with them in Game 2 and Game 3 was my favorite part of the entire event. Their role in defense is so valuable, and they make BS11 with a rifle look damn good in the right circumstances. Briscards: A- Solid, as ever. They can create an amazing firebase, they can redeploy quickly, they can cover all rangebands, and they're ultra-consistent in both attack and defense. It's hard to directly compare them to other Medium Infantry since they're so unique, but Briscards among my favorite units in the entire game. This is especially true in a take-all-comers ITS environment where you need your lists to fit a broad spectrum of situations and scenarios. Mirage-5: A- In some ways I think the Chain Rifle changes actually helped Mirage-5's tournament efficiency, simply because noone seems to expect them anymore. When that chunk of points is missing, it's either Mirage-5 or two HMG Para-Commandos, and neither of those are threats that someone wants to see showing up on the table. In this tournament, Duroc removed some lethal peaces and paved the way with smoke grenades. Margot even got to hunt some big game with that AP Rifle. Great duo. Bruant: A- The disgruntled Frenchmen is the perfect flexible striker for MRRF. Need some defense in the backline? He's got it. Need to fulfill Sabotage? No problem. Need to crack armor? Done. He's a great piece for when games start to get tough. Para-Commando: B+ Solid. Great stats, Mimetism is fantastic, and Forward Observer provides Specialist capability, a ranged option, and additional Classified coverage. The rangebands on the rifle hurt efficacy up-close, and Parachutist does limit overall flexibility, but this unit is downright amazing for its cost. I especially enjoyed using him in tandem with Mirage-5, adding another skilled gunfighter and also some nice tandem work combining the Targeted State with a BS14 AP Rifle and Grenade Launcher. Metros: B+ Their job isn't glamorous, but it's important. Even as cannon fodder to get killed off in the opponent's active turn, they're still fulfilling a role. Every once in a while too, they get to link up and have their late-game moment of glory. Dozer: C What is there to say? He's an Engineer. He does his job. He covers a Classified, he pushes a button, he has d-charges, and he can stand at a corner. MUls: B- Amazing little 5-point Orders, and Baggage is helpful in a lot of missions. There were a couple of times where they were great for Alert, helping other troops to change facing at key moments. I can just imagine what that sounds like... 112: C- The shotgun is fun. Not being able to re-roll Doctor rolls definitely puts Ariadna in its place as far as Sphere technology is concerned. It CAN be an easy Classified, and it CAN keep a link team together, but it's so important not to commit valuable Orders to something so risky.
  10. Superpower VS Hyperpower...who will win?
  11. We meet again...a fun battle with heads exploding from hacking and an angry Jotum cooking everything with his flamethrower.
  12. Hi friends. Little late, but in case you haven't seen it on the facespaces or iTunes here is our latest episode of Tabletop Gamers United: ARO podcast. We talk about our awesome experience at the Baltimore Brawl Dire States event. Dtjunkie19 details how his Tohaa were able to defeat all the valiant warriors of the Human Sphere and claim victory for artichokes everywhere. Thanks for listening!
  13. Hey folks! New episode of Warcor: Declassifed from Miniwargaming! This time, the USAriadna face off against Nomads! As always, I want to hear back from you all so I can continue to improve the quality of these videos. The community has been super helpful since I have begun filming these, and I am greatly appreciative of it all!
  14. A bit delayed this week, but new Infinity has gone up at Miniwargaming! Introducing the new series, Warcor: Declassified! To kick it off, I had Owen from Gaming with the Cooler come in and grab a couple games with me. Enjoy!
  15. I am in the process of watching the USAriadna vs Pan-O Batrep on Beasts of War and am rather confused by round one. Carlos moves hos Devil Dog into LoF of 4 enemy troops (2 Fusiliers, 1 Father Knight, 1 Nisse), who all declare ARO: shoot. The first three shoot, buit miss, yet when it comes to the Nisse's turn Carlos says the Nisse has to do a normal roll. I do not understand what I am missing here, but I have no idea why it would be a normal roll. Can someone enlighten me, please?
  16. Ash and I have gone off to make more videos, here is one of the first from the Tabletop Media studio!
  17. BATREP: ANTICLIMACTIC ANATHEMATIC I played the magnanimous Randy again tonight, having not played with him since November (?) of last year. Randy is a genteel fellow who likes Shasvastii, and brought a vanilla Combined Army to bear against my usual Tohaa fare this evening at Mox Boarding House. Supremacy, standard points. I failed to take pictures again, so I'll probably add some Google Drawings later, but not tonight. "TARTY"―299 POINTS, 6 SWC GROUP 1 Gao-Tarsos Boarding Shotgun Gao-Tarsos Boarding Shotgun Clipsos Minelayer Clipsos FO Clipsos FO Rasail Spitfire Lieutenant + Chaksa Peripheral Sakiel LRL Gao-Rael Sniper Kamael Paramedic Auxiliar Baggage/Sensor GROUP 2 Nikoul Minelayer Auxiliar Baggage/Sensor I'm not very familiar with Combined Army, but I believe his list was in the effect of: "RATHER VANILLA"―300 POINTS, SOME SWC GROUP 1 Ko Dali Anathematic Hacker Noctifer Missile Launcher Vanguard Hacker Ikdaron Ikadron Doctor Worm + Helpy Helper T-Drone Q-Drone HMG Another Thing GROUP 2 Imetron Imetron Three other tables consumed most of the store's terrain, so it was a bit on the sparse side, but Randy was able to set up a mild corner-weight with some long avenues of partial or total cover. INIT & DEPLOYMENT I won initiative and chose deployment. For reference sake, I deployed south, and Randy deployed north. With not too many CA models deployed, I incorrectly guessed a Sphinx. My one Triad centered with overlapping firelanes, with the Auxiliars on the wings. I had high ground with a Nikoul, but Randy had just-as-high ground with his Q-Drone. With three Clipsos and two Gao-Tarsos, it was a fairly light-looking Tohaa board. Randy remarked, "So this is what it's like to play against me." He went first, and I Command Token'd away two orders. TURN 1 RANDY: Randy started by buffing his Q-Drone. He moved the Anathematic along the west end, but was unluckily discovered by the Nikoul due to the Anath's large Silhouette. He tried to drop it prone into cover, but unluckily again the Nikoul scored a wound. Ko Dali walked in southeast beneath the Nikoul, and tried to outshoot the Sakiel, but was crit-burned by his rockets. The prone Anathematic recamoed. DAWSON: First problem was the Q-Drone. I began a Coordinated Order, and moved all three Clipsos upfield to, in concert with the spearheading Nikoul, shoot the Q-Drone. All three Clipsos missed, but the Nikoul's hit landed, and down went the drone. (Derp here, as Coordinated Order executors must be in the same combat group.) A Noctifer revealed to shoot the Clipsos, but missed his roll, and was punished to death by the Gao-Rael Sniper. The Auxiliar on the far west moved north and Sensor-discovered the Anathematic. One Gao-Tarsos plopped in on the east, and splatted the Vanguard Hacker and an Imetron. I dropped another Command Token to drop all the Clipsos into Suppressive Fire. Score 2:0, Tohaa. TURN 2 RANDY: Randy used a command token to move an Imetron into the primary combat group. He sent his helpy-helperbot up to repair the Q-Drone. Due to the Q-Drone's bulk, only one Clipsos could draw LoF. The infiltrator hit once but caused no damage, and the helperbot fixed the Q-Drone. The prone Anathematic wanted to recamo, but couldn't due to the Sensor. So Spotlight, followed by a missile from the R-Drone, solved that problem. The Anathematic then recamoed, and noodled around behind a suppressing Clipsos and plasma'd her without incident. An Ikadron on the east tried to burn the Gao-Tarsos, failed, and slid back into total cover. DAWSON: I couldn't let the Q-Drone retake board control, so I positioned my Gao-Rael in hopes his MSV2 B3 Sniper would outshoot Randy's Marksman B4 HMG. The Gao-Rael succeeded perfectly, and so I spent another pair of orders killing the Q-Drone hulk and the helpbot behind him. Halfway through the second turn, I decided to drop my second Gao-Tarsos. The commando successfully landed, and killed the R-Drone. On the western side, the Rasail Lieutenant moved around to deal with the Anathematic. I moved the Peripheral wide so that he could open with the flamethrower, while the Rasail weighed inaccurate high burst on the Anathematic. The combo damage was too much, and the Anathematic was slain. I spent the Lieutenant order, revealing the Rasail as so, to move upfield enough to: Score 4:0, Tohaa. TURN 3 RANDY: Randy figured he was going to lose, but was determined to smoke the two Gao-Tarsos. In came Ikadrons again. Both of the Gao-Tarsos repeatedly passed PH rolls and ARM rolls, with one nearly making it into CC with the Ikadron before Randy's turn expired. DAWSON: I offered to call it here, as I was well ahead in score and was bound to finish around 7-0. Randy kindly agreed. I gave him Corax Hasht from of my Dire Foes pack, and he bought me a beer from the bar. TAKEAWAYS • In my 25 or so Tohaa games, I'd only used the Nikoul twice. I think poor placement or bad luck kept me away, as he really is quite effective. • PH12 and ARM3 makes the Gao-Tarsos a fairly reliable troop to drop into an enemy's backfield, even if flamethrowers exist. • G: Sync and Coordinated Orders seem to be the prime area where the new Direct Template rule shines. An opponent caught between a Rasail and his Chaksa has a hard decision to either Dodge and probably take a hit from the Rasail, or counter-fire the Rasail but take a hit from the Chaksa. Losing the -6PH to Dodge vs Templates is a big deal, but so is the loss of cover bonuses. • Randy's a great sport. Good sportsmanship is at least as important as a good table. I played another game (against another CA player) who had an "broken" Avatar list, but I killed his Avatar on his first 3 orders, and he folded.
  18. Greetings from Croatia! Last weekend I got to play my 2nd ever game of Infinity, pitting my Aleph against Guardians' Pan Oceania. It did not go well for Aleph, but still, here is the report, with pictures by my opponent. First, the armies: Aleph The cyber-lames PanOceania The wonderfully painted Here is the setup of our table, as we were beginning: Here in Zagreb, we don't have too much Infinity terrain (yet, but we have a few more sets waiting to be built), but we filled it up. Looking back, I think we filled it up a bit too much on breaking any line even slightly longer line of sights. Not to mention allowing any snipers (or to be precise, the only sniper) to have free reign. The game was simple, 200 pts to-the-death. No retreat, 3 turns, no other objectives. ############################################################## Exploratory team 0x22adee42 afteraction report 00:01 As per our objective, we advanced upon the last known location of the Shasvastii resupply nest. Posthuman used his Mark II proxy to scout the location, and, having found some indication of Shasvastii occupants, called down the 2 assigned netrods to provide additional sensor and support bandwidth. Just as the rest of our team was moving onto the field we detected a force moving towards us at speed. PanO won the rollof and decided they will choose who goes first. Aleph chose the sides (poorly) and mandated PanO do the setup first. Check the spoilers for more info on setup. PanO setup Aleph setup Turn 1 We soon recognised the force as belonging to PanOceania, however, they did not respond to our long range hails. Soon they approached the battlefield and proceeded to advance in force. Once they were within range of our Netrod we tried to initiate close range communications, but all that answered was the Sniper, which proceeded to destroy the Netrod, our Sophotects Yudbot and then damaging Lamedh. At the same time, Father Knight took out our other Netrod with a burst from his Combi Rifle, though he was blinded by our Daleth, as we were still hoping this was a misunderstanding and refused to use lethal ammo. Aleph used a command token to reduce the PanO order pool by 2 orders. PanO opened the game with 2 coordinated Move-Move orders, mostly moving up the central Father Knight, Auxilia and Orc. Nisse also crawled to the edge of his perch to get better view lanes and cover. On the end of his 2nd order his ORC entered ZoC of my Netrod, which I mistakenly thought was a repeater, so I proceeded to try and Blackout him. Which I also mistakenly believed would disable most of his weaponry. *facepalm* However, this didn't matter too much as I failed the WIP 15 roll, so no bad. PanO then used 3 orders to put into Unconscious state both Netrods, Yudbot and a Lamedh bot, cutting down 3 orders from Aleph order pool. Also used was a Lt order to position the ORC a little better, since we knew each others lieutenants. Carnage among Aleph troops at the end of Pan0 first turn We responded immediately; Asura led the troops forward, and immediately gunned down Auxilia. Sophotect moved up and checked diagnostics on the damaged Lamedh, which sprang back into action after some quick nano-patches. Posthuman switched into his Mark II body and went after the Father Knight; a bit long range for the Shotgun but a successful hit hurt the Father and he hid behind the container. However, this opened him up to a Dakini which moved up from the other side, but a lucky shot disabled it before it could do much. Finally Asura moved up and took out the Father Knight with a burst of AP ammo. Fluff is pretty correct. Aleph opened up with a coordinated order moving up troops and Asura shooting Auxilia who unsuccessfully dodged with its Auxbot. Sophotect used up a Command token to repair the Lamedh (2nd failed WIP 15 roll of the game), then some work to get that pesky Father Knight threatening the flank. Dakini dying in my Active turn was an unexpected blow though. Turn 2 PanOceania responded by targeting our support troops: ORC shot the Sophotect while Akali dropped behind our Proxy Mk.I Hacker. Sophotect died to ORCs Shock ammo just as she was finishing repairs on the Lamedh, but the repairs were immediately undone by the Nisse. Akali, guided by PanO Fusilier Hacker, landed safely behind the corner of the Posthuman, who immediately switched into his Mark I to face down this new threat. Akali then peeked around the corner shooting at the Posthuman, who shot back, pinging off a wall. Nisse took the opportunity to blow apart the Mark II in the meantime. On the other side of the battlefield, HMG wielding Fusilier gathered enough courage to stand up and shoot at the Daleth Rebot. Rebot fell to the machinegun, but shot the Fusilier who had enough luck to survive the hit. In short, PanO shot a lot, and Aleph died a lot. Was lucky with my Proxy Mark.I to hit the Akal, but unfortunately Akal survived the hit. PanO right flank, with dead Proxy Mk.II and Sophotect to the side Dakini assigned to protection detail of Posthuman reacted, moving to the corner and shooting the Akal in the open. However, the Dakini didn't remove it's friendly fire protection protocols and Akal destroyed him before Dakini could override its faulty programming. Another Dakini dies in my Active turn. And in my first game they were in their element gunning down Morats... Akali destroying the Dakini Tacbot Asura, being the lieutenant, proceeded to show how it's supposed to be done and killed the Fusilier with HMG, who even tried throwing himself into cover and leaving the HMG behind, but this time there was no saving him. Turning its sights to next target, Asura emptied the clip at the Hacker fusilier, whose armour managed to take the first hit, but eventually dropped from the blunt force itself. It took 2 orders for Asura to kill that Fusilier Hacker. My opponent was great at making ARM saves! PanO right flank after Asura took a brief lookaround Turn 3 Akal continued to pound onto the Posthuman, who managed to survive 2 hits; armour took the brunt of one of them, the other hit took the arm. Through sheer force of will Posthuman continued to return fire, but the Lhost controls were going iffy so shots went wide. Two more blasts from the shotgun took out chunks of the Lhost, but Posthuman held together, firing back into the Akal. Even the best Lhosts have their limits, and the Akals' shotgun finally removed enough chunks of it that Posthuman immediately departed the body back into the Aleph datanet. Posthuman was a real hero here. It took 3 orders for Akal, firing Boarding Shotgun with AP ammo at point blank range with no cover to finally destroy the Posthuman. In first order it took him down into NWI; 2 shots in second order I lucked out and rolled double 20's (pretty much the only meaningful saves I did all gave), and in the third order, I saved the first hit but failed the second one. Proxy Mk.I weathers Akali Boarding Shotgun In the mean time, Nisse Sniper fired shots at the Asura, hitting her and doing serious damage, but Asua is not taken down easily. Seeing the spirit of destruction, all covered in blood, gore and damaged electronics were enough to scare the ORC into hiding. Nisse shot Asura twice, who tried to Dodge. It took her into cover, but Nisse scored both hits, and Asura was all Aleph had moving on the battlefield - and itself it was running on NWI. Asura, holding together by sheer quality of manufacture and little else, took her MULTI rifle and tried shooting down the Akal before retiring from the field. Despite her injuries, she landed a long-range hit on Akal, whose armoured saved him yet again. Final long shot The game ended on turn 3, with a clear PanO victory (though Aleph still had 68 points out of 200 on the battlefield - hanging onto a thread. With all specialists destroyed, Asura retreated from the battlefield. Traces of the the dastardly Shasvastii could not be recovered in time, and more death and carnage will follow due to this unexpected betrayal from an ally. ========================================================================================== Conclusion: We had a lot of fun, and we learned a lot and made some mistakes. Some of the rules we broke: * AP ammo has no effect on cover bonus * tried using Blackout hacking program on Orc - no meaningful effect (failed anyway) * Netrods are not repeaters On the tactical side, I made so many mistakes and errors. I deployed badly. I shouldn't've left his Sniper alone. I could've pushed up that flank, or simply through the main building and taken him out. Or simply charge out with my Proxy Mk2 towards it. But, it was a lot of fun and I'm looking forward to a rematch.
  19. So, me and my comrades(including rooki1, who drew that famous infinity psyduck plague) decided to play some house-rule based games until the PDF comes out. This L4D rule is one of our house rules, so don't get uncomfortable please. 3 people participated in zombie wars. First, the braaave PanO troopers! As you can see, MULTI-rifle ORC Lt/Indigo with nasty Super jump n assault pistol/ auxbots(with its feeble human) which will burn zombies into dust/ and behold, the father-knight whose willing to slice zombies into a mort bacons. aaaand the low-resolution Haqqislamite warriors. 3 of them are tarik's Kawarijs, one of them is the doc and the last guy is Husam with some explosivos. Oh did i mention those Kawarijs and husam guy got poison? heh. one of our youngest comrade, the newbie tohaa. Who's gathering his army fast- 8 Makauls(sake). His team was Chaksa rambo(hmg)/sakiel/sakiel/makaul/makaul. quite arson. The game goes nicely, although our Tohaa friend got ravaged by zombies(cheerio, D20). He decides to jettison civvies and act together with the PanO. Haqqs and PanO goes well, but trouble rises when zombies start to crawl out from behind. Thus, the great Father Knight bravely throws himself towards the zombies!! Aaaaand.. He gets RIPPED by B4 zombie claws(due to multi-CC) and rises again. Oh sweet jesus, a zombie-father-knight! PanO’s mind starts to crash. Seeing how our hyperpower gets ruined, Courageous Haqquislamites comes into aid. They blow up some zombie containers, and rip off the door- help from the flank! But despite their help, PanO’s Lt ORC get boobslapped in the face. And of course, ARM 4 BTS 3 W2 zombie rises from the epic boobslam. Kudos. Things are getting ugly, and the remaining survivors rush to the panic room. Two surviving Tohaas do their usual troll by blocking the narrow corridor. Auxbot and his human part take the long way. Getting into defensive position, one Tohaa guy decides to throw some swarm grenades to the remaining zombies. But the great D20 didn’t want that happen – 20! The grenade plinks right into the Indigo’s face (due to battle damage, model have been replaced.). He luckily survives the vile grenade, but PanO’s mental damage is critical now. Shooting shotguns and throwing some grenades made many zombies die, and the last survivors manage to see another day. But the game is lost; too many civvies were dead, and many teammates(Including zombie-knight, zombie-makaul, zombie-orc and etc…) died to show appetite for brains. Survivors fall back. Maybe next time, they’ll kill more zombies and be victorious. - - - So our expenses about buying zombie models were not in vain. Maybe we'll play couple of more games next week.. With Nomad zombie killing team. Thank you guys for watching the pics. Hope I'll see you guys next time
  20. From requested to repost here for the battle reporting curio: We were shooting for a direct firefight. Annihilation, 250 points (because that's how many points of Morat he had). This was my list: Fireteam A Ectros HMG—53 pts, 2 SWC Sakiel Paramedic—24 pts Kamael FO—15 points Fireteam B Gao-Rael Combi/ADHL—32 pts Sakiel Lieutenant—26 pts Kamael FO—15 pts Soloists Gao-Tarsos BS—31 pts Chaksa GHRL—29 pts, 1 SWC Chaksa Neuro/HMG—25 pts, 1 SWC 250 points, 4 SWC I don't have a working knowledge of Morats, so I will do my best to recall/sleuth what they were as I encountered them. I believe there were 7 figures. We've been collecting notes on third edition, and so we were playing with all published N3 rules. This ultimately only affected weapon range bands, as neither fielded camo, and the new Impetuous rules would not have affected the results (although I do understand that Impetuous units may be slightly cheaper moving forward that shouldn't have greatly impacted a 250-point list). We played on a dense outdoor environment, but did not use terrain rules. • PLACEMENT: I won initiative, and went first and deployed first. For ease of narrative, I'll say I deployed south and faced north. I placed my Chaksa Neuro/HMG on a perch as my reserve unit, but as he never fired a shot I don't think that contributed except to discourage movement in a few specific areas. Fireteam A was fielded southeast, and Fireteam B was fielded centrally south. The mighty Gao-Tarsos BS was of course off-map, and the Chaksa GHRL was in dense cover of many high rocks. I believe I faced Sogorat, a Kurgat Autocannon, a Raktorak, an Oznat (it might've been a Dāturazi but I don't think so), a proxied Suryat HMG and 2 Vanguard. The M.A.F. clustered amidst partial and total cover northeast, with a straggler Vanguard on the northwest. • TOHAA TURN 1: After a minute of checking LoF, I spent a few orders to move Fireteam A into a firing lane where my link-leader Ectros HMG could open his 5-burst HMG into the prone Kurgat. The Kurgat's autocannon missed, and it was struck several times and was killed. The next order I changed link-leader to the fireteam's Kamael FO, who in one order was able to move and paint Sogorat with a laser. Two orders on the Chaksa GHRL killed Sogorat directly. I then moved Fireteam A into high favorable cover, midway up the board on the far east side, and for my last 3 orders brought down Gao-Tarsos northwest on the lone Vanguard. 3 orders later, with 18's to hit on Gao-Tarsos' boarding shotgun, he was brought down by the Vanguard in lucky/unlucky AROs. • M.A.F. TURN 1: "Bliam", I will call him, having lost Sogorat and the Kurgat Autocannon, lumbered the Suryat HMG into LoF of the Ectros. Two orders and AROs of shots were exchanged, but resulted in no wounds and a failed WIP roll on the Ectros, who dropped prone and lost LoF. Bliam then moved his best anti-Tohaa piece southeast: a Raktorak, with a Combi/HFT. The Sakiel Paramedic in Fireteam A took shots but the Raktorak passed his armor saves like a brute and moved forward without incident (Morats get V: Courage?). However, he ran out of orders, and parked the Raktorak just within Fireteam A's ZoC. • TOHAA TURN 2: I considered activating Fireteam A and opening B-5 into the Raktorak, but mentally playing the on-fire fireteam stopped that idea. Terrain on that eastside was not conducive to running them around to where they could fire and also avoid the heavy flamethrower's generous template. Instead, I burnt 3 orders getting my movement-limited (due to the Gao-Rael) Fireteam B from the south to the southeast, and finally moved to the open where I could open the Gao-Rael's burst-2 ADHL on Bliam's Raktorak, who was with cover sitting pretty on ARM 6. I succeeded on one glueshot, and the Raktorak failed his PH roll. As the Kurgat engineer was dead, anyone glued was effectively done for the game. With no LoF to the total cover/prone M.A.F. models in the northeast, I spent my last three more orders moving Fireteam B central-north, and viral-combied the Oznat to mush before moving the triad back into cover. • M.A.F. TURN 2: Bliam was now annoyed. On his first order he shot my Kamael FO and broke Fireteam A. Then he spent the rest of his entire turn causing just 1 wound in the Ectros with his Suryat HMG, whose target again failed a WIP roll and dropped into cover. • TOHAA VICTORY: My first order was wasted killing the Kamael FO with a medkit. With Fireteam B still up, and with so many M.A.F. models down, and surmising that the Suryat was Bliam's Lieutenant (confirmed), I decided to be brazen with my Sakiel Lieutenant and his triad. I bounded directly north for one order, spun heel for the second order and 4-hit double-crit a northeastern Vanguard with my lieutenant's Viral Combi. As my Sakiel Lieutenant had lost his Symbiont's wound in a previous ARO, I switched the Gao-Rael to the link team leader and hot-glued the remaining forces and the M.A.F.'s Suryat Lieutenant. Bliam tapped at this point with only his loneVanguard remaining northwest at 6 inches from the table edge. Bliam spent a whopping 12 orders trying to take out my Ectros, and dealt him only 1 wound. He caused a total of 4 wounds throughout a 5-turn game. EDIT: Realized since that Retreat! Rules don't apply in Annihilation, but as the game was called just before the turn in question, we didn't quite violate the rule.
  21. I didn't play in this one. Just took photos and wrote it up. Some pics: Enjoy!
  22. 1st attempt at a battle report. This ones going to be barebones as I try and figure out how to do them on here. Going to be sparse on rules as well since we are newbs. In the future my opponent who likes to write and has been reading the fan writings here will try to flesh them out with characters as well. Any suggestions for how to make this better are welcome. So we go.. Scenario Rumours of a new virus strain breaking out over Paradiso have commanders scrambling all over to find the high cost remedy. reports of the virus remedy in a haqqislamite shipyard container have Caledoniean Mormaer Mc'Vasq ready to lead his troops in a "liberation" (/blatant thievery) of the goods. Doctors on each side must enter the white container and spend 1 order to rifle through the goods to find the right stuff. must make a WP roll to get it. Once its found no more orders may be spent on the doctor that turn. Once its got. they must leave by their table edge. full battlefield (not at setup...somewhere in the middle of game added here for visual convenience here are the combatants : my Ariadna...(minus one highlander, grenadier vol and cameronian, then add a mormaer) vs Haqq she also has 1 Ragik for combat drop and one Kum Biker...both unpainted so you dont get to see them.(but she likes them so they are next in queue).... She won the roll off with her lowly line troop Ghulam Lt, who has a 14 rolled a 5 and My high and mighty Mormaer Lt who had a 13 ..rolled a 14 she chose field over ball, since she likes to see where I set up first before planning her devious plans. so I set up note the Cateran was in camo, but for the pic i put the model, and the SAS scattered very poorly failing his infiltration roll....losing his camo..luckily he ended up near my other troops...didnt help him much as you will see... Then she did next up ...Turn 1! Turn 1 Ariadna Highlander Mcduff ran screaming out into the open and dropped smoke on himself. pointless as there were no ARO's Cateran Flinty moved forward into a sniping position near the catwalk. Wulver Grrralph when over the top and set up suppression fire on the HMG Ghulams hiding spot The HMG Highlander grey set up suppression fire down a street where the Kum and the Odalisque were most likely to wander. The "doctor"( or in this case my nurse who has still not ever made a check in probably 15 attempts leading to some derisive humour about how she got through med school from my wife) sprinted through the tunnel and around the backside of the crate she needed to rummage through. SAS ran around the corner and got gunned down by the HMG Ghulam..I totally didnt see her under the suppression fire template that i had laid (business cards work great for this...but hid the model since i put it on top of her cover...oops..) Turn 1b Haqqislam the Kum biker revved her engine and peeled out towards the center of the board...then realizing she was close to getting charged by a screaming beserker from around the corner set up for aro shots. Ghalam Doc ran up towards the crate Ghulam Lt moved up the crate to find a good firing lane Azrail moved out to cover the courtyard. Both Halqas peaked around the corner scooby doo style and poured rifle fire up onto the roof at the exposed Wulver Grrralph. After a 3 orders worth of fire the wulver expired (she crit me twice in 9 shots), but not before a losing the male Halqua to Aro fire. Turn 2a Ariadna Highlander Duff impetuously charges towards the remaining purple haired Halqa and revs up his chain rifle ready to avenge his favorite drinking buddy Grralph. He ran screaming into the ARO fire of the her, the Ghulam Lt, and the Ghulam HMG. Miraculously he only took one wound and fired it. the cover and armor of the Halqua saved her. he doggedly attempted to shoot again and was perforated by the ARO fire..he didnt mind as he could join his buddy in the scottish valhalla equivalent, as long as he took this wench with her...crit armor save...blast! In response, Cateran Flinty peeked around his perch and put a T2 bullet through heart. Also seeing a opening for the Highlander grey, who until this point was just making sure noone came up the side alley, he sprinted up to the next building, peeked around and saw a gorgeous biker lady...he almost felt bad AP HMGing her to pieces..almost. The Nurse moved into the crate and started rifling through the goods. After failing two checks she realized she should have payed better attention in class...again. Seeing the prize almost his, , Mormaer Mc'Vasq climbs up on the roof to also cover the courtyard and to give the nurse some moral support. Turn 2b Haqqislam So seeing my uncharacteristic mistake, the Odalisque lithley sprinted up the newly open side alley trying to get close with her Boarding shotgun. After 2 orders and coming around the corner she sees the Cateran and Mormaer looking right, from atop the roof and noone looking her way. This is a stupendous feeling if any of you ever played tourney paintball and did a successful runthrough up the side..seeing all those backs facing at you... well she lit them both up with 1 blast that covered them both. They both failed their armor saves (I only needed a 7 for the mormaer!) and both went down realizing that their only hope was in the nurse getting them back up.... and then one order later The odalisque peeks out at the HMG Grey. She unloaded her shots careening off the side of the building he was taking cover from. He responded with a quick burst of his heavy gun wounding her but her superhuman No wound incapacitation kept her going... Her lust for blood was not yet sated and she blasted him again with her shotgun this time taking him down. As an aside. the nurse did an ARO for each of these attacks and hit the odalisque 1 time but she made her save...She rolls amazing...argh. Having spent all her orders on the odalisque. It was my turn. Turn 3a Ariadna needless to say with Mc'Vasq and his henchmen writhing in the dirt, the Nurse assumed command as to have any hope we would probably need the LT order to help revive at least one of them...also needless to say...I was resting my hopes nurse... So there went my two loss of LT orders and it was back to Haqq. Turn 3b Haqqislam Ragik drops from the sky in front of the crate and the ARO shot from the nurse pings off her armor. Then she got lit up by the Ragik. Game over. F*ing love this game.
  23. Well, my wife and I have just decided on what teams we want to play, and we decided to give a 150 points game a shot. Having heard that most new people underdid terrain, we went perhaps a little bit overboard in compensation (as was discovered with an AD troop having trouble finding anywhere to land!). I'm already realizing that we totally forgot about Guts rolls, and that might have changed some things as they happened. In addition, I just wanted to say that this battle was yesterday, and I may have a few of the nitty-gritty details mixed up. Anyways, these were our lists: Nomads | 6 models ________________________________________________________ Alguacil Combi (10|0) Alguacil Combi (10|0) Alguacil Combi (10|0) Intruder Lieutenant (36|0) Intruder Sniper (52|1.5) Sin-Eater Spitfire (32|1.5) ________________________________________________________ 150/150 points | 3/3 swc open with Aleph Toolbox : I went for a bit of a lockdown list, hoping that Camo markers and a Sin-Eater could convince my wife to be extra cautious, and let me box her troops in. This wasn't my planned 150 point list, but I wanted to experiment a bit. Haqqislam | 6 models ________________________________________________________ Ghulam Rifle (13|0) Ghulam Rifle (13|0) Ghulam Lieutenant (13|0) Janissary AP Rifle (45|0) Djanbazan HMG (36|1.5) Ragik Rifle (30|0) ________________________________________________________ 150/150 points | 1.5/3 swc open with Aleph Toolbox : She built this list right before the game. She wanted to use only units in the basic rulebook, since that was the book we had on hand, and after she read the rules on MSV, made sure she took a Djanbazan. We were mostly open list, though we still hid our Lts. Terrain was very cluttered, with a bit of a clearing on my right side (the clearing still had a few tall pillars that models could hide behind). She set up two Ghulam in position to have a good overview of the clearing (one of which was her Lt). and rest on the other side to advance up through the more protective terrain. Her Janissary was a bit too far back in retrospect, and had trouble getting into the action later on. I set up my Sin-Eater to cover the clearing, out of sight of the Ghulam. Intruder Lt was behind him covering as a camo marker. I had two of my Augaciles centrally located, thinking I'd use them as reserves to give AROs to the flanks as I needed them. The Third was a bit farther forward but behind cover, giving me a cross fire of the rightside clearing and a little bit into the left side. I placed my Sniper Intruder on the far left, trying to get as long a lane of fire as I could. TURN 1 HAQQISLAM She started out the game by advancing her force up. She didn't like the Sin-Eater, and he two Ghulam on the right fell back a bit to better cover. Her Djanbazan advanced up the middle a little bit, hugging a wall for cover. The other Ghulam on the left advanced quickly, getting up to try and at least figure out which camo marker was which by revealing my sniper. NOMADS I kept my right flank pretty much where it was, moving my camo Intruder a bit to the side to cover my Sin Eater a little better. My Sniper advanced up to put a little threat on the left side, and my forward Augacil moved up into position with one order, then moved up again and saw the Djanbazan, at an angle which denied cover! She declared a shoot ARO, and I opened up with full burst. Despite me being in cover and having the superior burst, she managed to crit me while I rolled two misses and a 4. My Augacil ate it. Not the most encouraging start! I advanced up another Augacil to try and support my center a bit better. TURN 2 HAQQISLAM She moved the Ghulam on the left side up to try and discover my Intruder Sniper, but I dodged back to get out of her line of sight. A Ghulam moved forward and caught the Augacil I just moved forward at a good angel, killing him outright in a burst of fire. She moved the Djanbazan up to better cover, and then dropped in her Ragik. We weren't sure about the AD rules - do I get an ARO when she drops in? Anyways, she drops them in (passes the test with ease), but because of a lack of good options (we made the terrain a bit too cluttered, I think), drops them in deep in my deployment zone. The Ragik discovers my Intruder, but she runs out of orders, and its my turn now. NOMADS Rather than having my Sniper face down a Ragik at the short range, I spend a couple orders getting my last Augacil behind the valiant drop trooper. I opened up with a full burst in the back and dropped the Hassassin. The drop troop now out, I moved my Sin Eater up to cover the clearing better and get a good view into some potential avenues of approach on the left side (albeit at long range). My Intruder Sniper, now revealed, steps up to the left side and sets up Suppression Fire. TURN 3 HAQQISLAM Noticing a mistake in my Sin Eater movement, she runs a Ghulam on the right side to get behind my Sin Eater, unloading a full shotgun burst and hitting twice. I passed both armor checks, but forgot about the Guts roll, which I would have intentionally failed and gotten into cover. Ah well. She does a second burst in my back and hits two more times, one as a crit. My Sin Eater is blown away, killed in the attack. Her Djanbazan then rushed forward, and braving the Suppressing Fire, got cover and opened up with an HMG against my Sniper. This is where things went downhill for her. She rolled two 1's, a 2, and a 19. I rolled a 1 and a 4. I managed to hit the Djanbazan, and she failed the armor. The brave soul hit the dirt, and my Sniper earned the nickname Bruce Willis. NOMADS Feeling good about the Djanbazan eating it, my Sniper shifted positions and gunned down the Ghulam on the left side. My Intruder Lt also stepped forward and Ambushed the Ghulam that had shotgunned my poor Sin Eater to death and managed to hit will all three shots, dealing two wounds. She was now down to just the Janissary and her last Ghulam, which I now knew to be the Lt. TURN 4 HAQQISLAM Now she would be in retreat, but her Janissary is Religious and doesn't care. We did forget that she loses her Lt order, as she spent that to keep her Ghulam in place. She moved her Janissary up and opened up on my Sniper. My Sniper managed to crit in return, dealing a single wound to the Janissary. She spent another order, and this time I managed to score another hit, in another stroke of abyssmal luck for my poor wife. One failed armor roll later, her Janissary hit the ground and we called the game. VICTORY TO THE NOMADS! All in all, a great game, and we both enjoyed ourselves, even if my Sniper managed to Jinx all rolls made against him and roll brilliantly in reply. Luck aside, I feel like we both played fairly well, though I need to be a bit more cautious in my positioning - I'm a bit too into setting up AROs and I expose my guys to the more effective full burst active firing. I actually think she out-positioned me for a majority of the game, and if the Djanbazan had managed to take out the Sniper (like it probably should have, had it gone along with the odds) I probably would have been defeated. A Janissary and a HMG Djanbazan could have done a lot more damage than they did this game! Also, we need to polish up the rules some more. I thought we had them pretty well down, but forgetting Guts rolls and on occasion forgetting to add armor due to cover (I don't think this ever would have actually changed anything, but we still forgot to take it into consideration) were just a couple of this issues we had. We're also a bit confused on AD. After she drops in, is that order spent and you have to do additional orders if you want to do anything with that model? Does the enemy get to declare AROs against it? Also, were there any other moments that didn't seem right? Thanks for any feedback! We're really enjoying Infinity, and are eager to get in some more games.
  24. Crinos and I are playing a modified version of mission 103 today, keep an eye on or the hashtag #LiveBatrep for updates along the way...
  25. Hi there, I'm Pierzasty and this is where I'll be posting my battle reports so as not to spam the rest of the forum. The first two will be text-only, I'll try to take some picture for the next ones, if only to give you some sense of the general battlefield. The battle report structure will be: Info (date, sides-with mine first, points, scenario), lists, the battle itself, conclusions/issues/questions that arose during the battle. First battle report shortly. Battle #1 BATTLE REPORT & EVAL: Terrain: A small (4'x4'?) table with dense terrain, 2-3 small empty spaces with small cover and about half of it was fully covered, with roof-less buildings for urban combat. The store guys set it up pretty well so it'd be hard to get a decent "sniper alley". Force composition and post-mortem: 150 points, 3 SWC, no link teams. ME - Shasvasti Expeditionary Force: Aswang LT, glue gun, combi: Quite good for an LT, can hold his own if not put in the open, glue gun is very useful as another means of taking down HI Q-Drone, HMG, Anti-human mines: The hero of this battle, very good area denial system and can hold its own if properly protected. Also I forgot about CH Mimetism. Noctifer hacker: Deployment didn't go as planned, the HI turned out to be a holo-disguise and he ended up a possibility for another day. Seed Soldiers: 2 normals, 1 with LGL, 1 paramedic: chaff. Potentially useful as support but were way outclassed. LGL and medic didn't do anything but the reason for taking them was "i had extra points" so no big deal. ENEMY - Qapu Khalqi: Janissary LT, AP rifle: his primary attacking force and surprisingly tough when in cover. Responsible for all my "losses". Janissary, HMG: Turned to be a Bashi Bazouk with boarding, later revealed by my hacker, then entered a trap and was shot. Djanbazan, combi: Probably the equal of my Noctifer, useless but good anyway just in case. Ghulam doctor: useless Ghulam, combi: as above with the advantage of surviving. Odalisque, Spitfire: Moved into a building I mined all forward exits next turn, spent rest of the game there. The battle itself: I won the initiative and chose deployment. Drone behind some sandbag cover providing support in case of acute AD (I misjudged his points, thought Haqq units were cheaper and a Bashi Bazouk would be airdropped). Aswang LT behind a large building I wanted to stalk, Noctifer on far left flank, seed eggs behind random cover. Djanbazan & HMG Janissary advancing on my left, other Jannisary on far right, Odalisque in the right building, the rest are apparently order monkeys. As I had pretty much nothing to do, I used all my non-LT orders on the drone and laid all 3 mines, blocking the main entry route to my space and 2 exits of another building, then returning to the defensive position. Will you risk advancing further, pretty girl? Apparently not. The 3 free routes available were: far right flank, where the Janissary successfully maneuvered and took down 3 of my soldiers (medic, seed and eventually LGL), the left building, mined at the end but I had my LT marker in there, and an empty space on the left where i deployed a hidden Noctifer. He chose to enter the building and the Janissary was hacked as soon as he entered the main corridor, with the intention of my LT gluing and eating him. One problem: "You can't hack this Janissary." "Why not?" "He's a Bashi Bazouk". Crap. I also forgot/didn't realize that hacking reveals me fully and not to a marker. Crap crap. Oh well, he apparently thought that remotes are too low to shoot through the window. He was right. It's not a remote, it's a bio-drone 2 consecutive long bursts, 2 models dead. Fortunately, as I forgot about my Mimetism. In the meantime the real Janissary had just finished his 3rd victim, and was actually threatening my valuable soldiers. 3 quick lessons: First, you don't shoot a reaction drone. It has better burst and range modifiers than you. First wound (damn he's tough). Second, when doing so don't leave a flank open where something can creep in. Third, when something DOES creep in don't let it be a camo marker that will glue you before you do anything. Well, that left a whole 2 models, one of them immobilized. I decided to approach with the Aswang, put another combi burst in his face, and then eat the remains. Enemy force broken, opponent concedes the game. Conclusions: - reaction drones are awesome but need proper defense (will fall apart from a stern look in their direction) - Aswangs are awesome for HI killer support. Next time I'm gonna glue his engineer :3 - Seed Soldiers are order monkeys and usually nothing more. The spawn-embryo rule meant I actually had no models dead (2 were spawns and 1 unconscious) at the end of the battle. However I'd definitely exchange 2 of them for a Gwailo or another drone. - Speaking of seeds, plan to lose half a turn in advance as they wake up. (ed: just learned that you can hatch with a short skill or ARO. Will help greatly.) - ALL specialists are only as good as your tactics. See: medic, doctor, Odalisque. I don't count the Djan and hacker who were victims of the lack of chance, they could've been useful if the game proceeded differently. - Keep your specialists in the second line. 4 inches behind the first line is NOT second line. - REMEMBER YOUR FREAKING MIMETISM AND CAMO! - surprise attacks from camo are your friends. - Mines are your friends and great area blockers. Next time I'll either get a Shrouded minelayer and add a mine under an egg, or take mono mines and do the whole "lay mine from out of LoF, mine explodes in enemy's face" trick. Should be fun. For me, at least :shasvastiitrollface: (ed: apparently the FAQ was updated and mines can no longer explode in enemy's face if he does nothing. On the upside I can wait for the next enemy now.) - Armor seems crap but it does add up when you have a 4 Armor unit sitting in cover. Get some heavier gear. (ed: or plasma. It's 1 point and 1 dmg less, but more accurate on short range and forces HI to test for EMP with each shot.) - Read rules more carefully, study: loss&breaking, camo, reveals, analyze dmg vs armor chances, camo, gear susceptible to plasma/emp, camo, hacking and mines. Also, I think I forgot camo. Learn it. It is your best friend. - The rulebook re-edit is a godsend and whoever made it is a great person and worthy of respect. - make more camo markers. Also mines. I made ~13 markers total and ran out. - paint my force tl;dr: I kick some Arabs' asses and ate their leader. Tasted like kebab.