Anyone have some advice on this mission? I'm thinking speed and maneuverability are key. Get the beacon and climb to places that are hard to follow. Key troops: Roadbot, Lawkeeper, Sarko.
B-Pong is a mission where the 2nd player always wins assuming that he isn't completely destroyed. You win by doing the following: - Destroy enemies that are b2b contact with the consoles (they can't be in marker states that shouldn't be too hard) - Get one of your dudes b2b with a console (helperbots are ideal) - Get one of your dudes b2b contact with the tracking beacon (helperbots are ideal) --> You get 2 op, opponent gets 0 or 1. Repeat process for 3 turns.
Well if I must take an hold the consoles I think maybe a Bronze would be good. Either a specialist himself or in a team with one. I'll probably do Starmada BTW. I'm not sure I'm good enough to try vanilla yet.
Holding consoles is really hard and trying to do that is usually not a good idea if you are going 2nd. Like I said, helperbots and other peripherals are ideal for this purpose. You only need four of them.
What do you mean? Usually those things can't control something. How would you use them? I thought that if I must go first is to not do much in the first turn and let the other one take them first. I can then take them and hopefully still have plenty of my force left to do it.
In B-Pong you get points by controlling the beacon and console. You control beacon and consoles by moving a trooper next to them. It doesn’t matter what kind of (non-null, non-markerstate) trooper is so naturally the best troopers are those who you can lose to enemy next turn attacks like helperbots. The mission has a lot of useless rules about moving the beacon but it’s all trap.
Not an O12 player, but if you're stuck going first, you basically have to treat the mission like a 1-round game of Annihilation. If you can't cripple your opponent with an alpha strike so thoroughly that they're unable to play the mission at all, you'll basically never be able to come back from it. So forget about playing the rest of the table, you really only need one or two specialists you can keep safe (a hidden or airborne deployment would be great here) or to press buttons in the aftermath. Everything else in your list should be utterly focused on ending the game at the top of T1. Even go as far as disregarding accomplishing any objectives on turn one if it means destroying the enemy, you absolutely can not afford to let them play. So long as you don't put them in retreat, you can then afford to sit on objectives on T2 and 3 while your now crippled opponent kind of just has to sit there and watch you score. Conversely, if you're going second, you just need to survive the alpha. Once you do that, the scoring is heavily weighted enough in your favour that you can sort of just coast.
@Weathercock Agree everything except I don't think that having specialists is that important. You don't need to push any buttons in the mission. Like maybe you can score an additional point by pressing the console and moving the beacon 6", but if you going 2nd and contemplating this issue you have already won the match. B-Pong is perhaps the most poorly thought out mission in the infinity at the moment. It would become so much better with thse changes: Scoring: 1p each turn if you have at least one activated console 1p each turn if you move the beacon more times than your opponent 1p each turn if the beacon is on enemy side of the table 1p for classified objective I would also clarify that the beacon moves by teleporting and doesn't pay any movement for moving up or down.
Ok so then here's a first draft of a list. Bronze haris with Nyoka (pure). Epsilon may or may not join to be a core. Kappa haris. Two Raveneye to keep guessing what is Lt. Lawkeeper and Roadbot for the beacon. I'm tempted to do 2 lawkeepers due to having a lot of Nomad players and hacking the roadbot. Shona Varangian Duo to go kill. Crusher to come down as needed. ────────────────────────────────────────────────── GROUP 1 9 2 BRONZE Heavy Machine Gun / Pistol, E/M CC Weapon, PARA CC Weapon(-6). (1.5 | 55) NYOKA Heavy Rocket Launcher, Chain-colt / Pistol, Shock CC Weapon. (1 | 19) NYOKA (Forward Observer) MULTI Rifle, Chain-colt / Pistol, Shock CC Weapon. (0 | 23) EPSILON Heavy Machine Gun, Nanopulser / Pistol, CC Weapon. (1.5 | 35) LAWKEEPER (Specialist Operative) Red Fury, Chain Rifle / MULTI Pistol, PARA CC Weapon(-3). (1.5 | 29) SIDEBOT Heavy Riotstopper / PARA CC Weapon(-3). (0 | 4) ROADBOT (Paramedic) Submachine Gun, Panzerfaust, Heavy Riotstopper ( | MediKit) / Pistol, PARA CC Weapon(-3). (0 | 23) SHONA CARANO Submachine Gun, Nanopulser(+1B), Flash Pulse / Pistol, EXP CC Weapon. (0 | 27) VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12) CRUSHER (Combat Jump, Parachutist) Boarding Shotgun, Panzerfaust, D-Charges / Pistol, E/M CC Weapon. (0 | 36) GROUP 2 3 RAVENEYE (Lieutenant) Submachine Gun, E/Marat, Flash Pulse, E/M Mines / Pistol, CC Weapon. (0 | 12) RAVENEYE Submachine Gun, E/Marat, Flash Pulse, E/M Mines / Pistol, CC Weapon. (0 | 12) KAPPA (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 12) 6 SWC | 295 Points Open in Infinity Army Edit: here's with two Lawkeepers instead of Roadbot. Bpong ────────────────────────────────────────────────── GROUP 1 9 1 3 BRONZE Heavy Machine Gun / Pistol, E/M CC Weapon, PARA CC Weapon(-6). (1.5 | 55) NYOKA Heavy Rocket Launcher, Chain-colt / Pistol, Shock CC Weapon. (1 | 19) NYOKA (Forward Observer) MULTI Rifle, Chain-colt / Pistol, Shock CC Weapon. (0 | 23) EPSILON Heavy Machine Gun, Nanopulser / Pistol, CC Weapon. (1.5 | 35) LAWKEEPER (Specialist Operative) Red Fury, Chain Rifle / MULTI Pistol, PARA CC Weapon(-3). (1.5 | 29) SIDEBOT Heavy Riotstopper / PARA CC Weapon(-3). (0 | 4) LAWKEEPER (Specialist Operative) Combi Rifle, Chain Rifle / MULTI Pistol, PARA CC Weapon(-3). (0 | 24) SIDEBOT Heavy Riotstopper / PARA CC Weapon(-3). (0 | 4) SHONA CARANO Submachine Gun, Nanopulser(+1B), Flash Pulse / Pistol, EXP CC Weapon. (0 | 27) VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12) CRUSHER (Combat Jump, Parachutist) Boarding Shotgun, Panzerfaust, D-Charges / Pistol, E/M CC Weapon. (0 | 36) WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3) GROUP 2 3 RAVENEYE (Lieutenant) Submachine Gun, E/Marat, Flash Pulse, E/M Mines / Pistol, CC Weapon. (0 | 12) RAVENEYE Submachine Gun, E/Marat, Flash Pulse, E/M Mines / Pistol, CC Weapon. (0 | 12) KAPPA (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 12) 6 SWC | 299 Points Open in Infinity Army
My main concern is you have little ARO presence, which will limit your ability to defend the beacon and consoles. Also, it feels weird not to use Parvati to supplement the investment in the Bronze. Below is my recommendation as it will provide some more ARO and increase the army's resilience. In addition, I spilt the groups to allow some more flexibility, hopefully: Bpong ────────────────────────────────────────────────── GROUP 1 9 1 BRONZE Heavy Machine Gun / Pistol, E/M CC Weapon, PARA CC Weapon(-6). (1.5 | 55) PARVATI Submachine Gun(+1B), Flash Pulse ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 38) NYOKA Heavy Rocket Launcher, Chain-colt / Pistol, Shock CC Weapon. (1 | 19) LAWKEEPER (Specialist Operative) Combi Rifle, Chain Rifle / MULTI Pistol, PARA CC Weapon(-3). (0 | 24) SIDEBOT Heavy Riotstopper / PARA CC Weapon(-3). (0 | 4) RAVENEYE Submachine Gun, E/Marat, Flash Pulse, E/M Mines / Pistol, CC Weapon. (0 | 12) RAVENEYE (Lieutenant) Submachine Gun, E/Marat, Flash Pulse, E/M Mines / Pistol, CC Weapon. (0 | 12) KAPPA (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 12) KAPPA Missile Launcher / Pistol, CC Weapon. (1.5 | 17) CRUSHER (Combat Jump, Parachutist) Boarding Shotgun, Panzerfaust, D-Charges / Pistol, E/M CC Weapon. (0 | 36) GROUP 2 4 2 LAWKEEPER (Specialist Operative) Red Fury, Chain Rifle / MULTI Pistol, PARA CC Weapon(-3). (1.5 | 29) SIDEBOT Heavy Riotstopper / PARA CC Weapon(-3). (0 | 4) KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7) SHONA CARANO Submachine Gun, Nanopulser(+1B), Flash Pulse / Pistol, EXP CC Weapon. (0 | 27) VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12) 6 SWC | 300 Points Open in Infinity Army
I can say I've had my first win with Starmada! It was also against another Starmada. So a bit of a learning game too. I played this mission of course, with my first list. It is as they say that going second is best. Maybe too good. I lost the lt. Roll and he decided on deployment (hoping I'd choose to go first) but I'd chose second. So had to deploy first. His first turn he got to console and moved the beacon a little bit. But that was all. The console was in a very bad location for him to hold so he didn't even try to have anything on it. But that was it for most of the game with him. I was able to move the beacon directly with my Roadbot then moved over to the other console to hold it. Kind went like that the rest of the game. I won 5-0.
I think the if the scoring changed it would be better. BTW combat jump is very iffy in this one with exclusion zone so I'm going to drop the crusher.