Hello everyone, since there is a lot of creativity around this sectorial force and some successfull reports of won tournaments, I decided to create a collection of battle reports playing Druze wherever I can with different lists and recommendations. Hopefully you can enjoy the reports or find advice for your own game. Game 1 was against Invincible Army in a game of supplies (because it is christmas!) Spoiler: Druze List Pathfinder ────────────────────────────────────────────────── GROUP 1 9 1 PEACEMAKER Spitfire + AUXBOT_3 / Electric Pulse. (1 | 27) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) CLIPPER DRONBOT Smart Missile Launcher / Electric Pulse. (1.5 | 18) DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27) DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25) DRUZE Lieutenant (X Visor) Combi Rifle, Chain-colt / Viral Pistol, Knife. (0 | 23) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) BASHI BAZOUK Submachine Gun, Chain-colt / Pistol, CC Weapon. (0 | 12) GROUP 2 5 1 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) BRAWLER Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 20) NASMAT Electric Pulse. (0 | 3) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) 5 SWC | 298 Points Open in Infinity Army I followed the concept of three pathfinders, mentioned in other threads here. Normally I am playing QK and tested Rafiqs and Fanous together in the last games, so it was a good start here in Druze. With all these FOs on the table, the Clipper and EM-LGL were autoincludes. Together with the KHD and a Druze Lt they formed the Core-link around the Brawler MSV. Bashi Bazouk should be a backup or a first turn killer, if there is a nice opportunity. Fugazis should be the ARO support around the sniper and with all these REMs out there, an engineer was needed. Peacemaker and Clipper should do heavy damage where needed. Spoiler: IA List Invincible Army ────────────────────────────────────────────────── 10 ZHANSHI Combi Rifle / Pistol, Knife. (0 | 11) ZHANSHI Combi Rifle / Pistol, Knife. (0 | 11) ZHANSHI HMG / Pistol, Knife. (1 | 19) ZHANSHI Combi Rifle / Pistol, Knife. (0 | 11) HǍIDÀO (Multispectral Visor L2) MULTI Sniper / Breaker Pistol, Knife. (1.5 | 37) DĀOYĪNG Lieutenant L2 Hacker (Hacking Device) Boarding Shotgun / Breaker Pistol, Knife. (0.5 | 29) LIÚ XĪNG (Specialist Operative) MULTI Rifle, D-Charges / Pistol, CC Weapon. (0 | 38) MÓWÁNG (NCO) Red Fury, Akrylat-Kanone / Heavy Pistol, Knife. (1 | 52) YĀN HUǑ Hyper-Rapid Magnetic Cannon / Pistol, Knife. (2 | 54) ZHĒNCHÁ (Forward Observer) Boarding Shotgun, D-Charges / Pistol, Knife. (0 | 37) 6 SWC | 299 Points Open in Infinity Army Basicly all the big guys together, forcing their way by force, not very sophisticated. Spoiler: The table I lost the initiative-roll and was given the lower deployment zone, where I started the game. My classifieds were HVT Identity Check and Mapping. There was no clear spot for the link-team, so I deployed them on the right, where the sniper and the clipper should see a lot, but they can't...On the left a lot of REMs hid behind a wall together with the engineer. Fugazis were scattered for ARO reasons and Pathfinders as back-up. The right crate was aimed by the Hunzakut, the middle one should be protected by the Peacemaker and the left one could be saved by the Bashi Bazouk (if it is needed). My opponent deployed his Core-link on the left with the MSV-Sniper out for ARO. The Mowang was placed together with the Yan Hou in the middle, where the Mowang overlooked the left side and the Yan Hou the right. Between the middle and the right crate two markers were deployed. Turn 1: I noticed my bad deployment quite fast with the Auxbot in LOS of the MSV-sniper. To solve this, the EVOhacker boosted the Peacemaker, which shots the sniper imediatly (3 crits in the first roll...). On the right, the Hunzakut catched the first package of partie-presents, laied a mine near the console and retreated a bit, while a Pathfinder from group one stole an other package of interesting Yu Ying-stuff out of the left crate. Together with some shuffeling around, two boxes were near my DZ, but everything was in such bad positions, that I was sure to loose the game now. IA started with a lot of thinking, than hacking controlled jump, continued by a lot of thinking again. Finally a Lui Xing fell out of the sky behind my link. The clipper survived the explode and the Kameel dodged successfully. Now the Lui Xing first shot the Clipper, followed by the Kameel and the Druze KHD. Then he decided to step around the right corner and start suppressive fire together with Yan Hou and the Mowang. Turn 2: Things went better than expected, so I needed to cover up my boxes and solve the Lui Xing. The classifieds could not be done with the HVT covered by the Mowang and no clear path into the other half of the table. So a Fugazi placed a Sniffer on the opposite side of the building with the link and after three attempts, a Pathfinder could lock the position of the Lui Xing. A few more orders and the EM-LGL immobilized him. The rest of my orders were spend by retreating the boxes and placing the Peacemaker and his Auxbot around the middle crate. With the Lui Xing stuck, the Mowang started his way through the center. The Auxbot wasn't really an obstacle, but could burn him once. An advanced Fugazi should be the Mowangs nemesis here, taking four orders to be destroyed by the Red Fury. The Peacemaker quit directly after and after finishing the Brawler MSR, the Mowang retreated a little bit and started suppressing fire. Turn 3: Bad dice saved my day until now, so I just needed to play it safe. So it should be enough to get the Mowang down. Not that easy with all heavy weapons gone, but we still have the EM-LGL. So a Pathfinder advanced, but can't get closer than 9" so needed to FO him. After three orders, that was done. Sparing an order for the Bashi Bazouk, everything else went into the LGL, failing all attempts of shutting the Mowang down. As last action, the Bashi Bazouk entered on the left and started suppressing fire to hinder the approach towards the box parked on the left. The Mowang had to do the job by his own and finish of both carriers - But got stunned with his first move. So we called it here. 6-3 Druze (He could do one of his classifieds with the Lui Xing somewhere) Conclusion: This one was nothing else than luck and few experience of my opponent. If he had dropped the Lui Xing behind the EVO turn 1, he could have blown up everything except for the link. They were in such a bad position, that they couldn't do anything then. I felt, that deployment is crucial for Druze, because you have nt so many options to repair mistakes here and one hole is enough to wreck all you have. Everything else worked quite well, if you are good coordinated, but you need to find solutions for the missing heavy weapons. Even with the Clipper surviving, you have to work for his kills. Everything you do is consuming a lot of orders, so a clear plan with three objetives maximum is necessary. In this game, two boxes were extracted, but orders for a save retreat and a defensive position were missing - This needs to be planned better next time. Next game will be next week, so the next report is scheduled. Probably I will play a similar list next time, but with the Bashi Bazouk swapped with a Hunzakut. Best regards Capo
Sorry but I don't get it. Based on what you have related your opponent still had the Yan Huo , the Zencha, the Daoying and a ton of orders to do stuff yet you called the game only because the Mowang got stunned? Also, out of your 16 units 9 are REMs… didn't you overdo a bit with the robots? xD
He could extract the remaining box and could try to kill the Hunzakut with his Zhencha. All other units were too far away, to get the Hunzakut or the Pathfinder killed, because of several AROs. But yes, now it seems to be possible to get the game changed... The high amount of REMs seems ridiculous here, right. And it feeled so in the beginnig. But now with a few games done with at least 4 remotes but often more, I really like it. Questionable could be the normal Kameel, Clipper and Peacemaker, because Fugazis and Pathfinders are absolutely worth their points and the EVO boosts them too good. And here the sectorial kicks in: Is there an alternative for the clipper? What could fill the spot of the Peacemaker? At the moment, this list concept stays REM-heavy, because of missing alternatives. One Pathfinder will be dismissed, maybe and then it is depending on the experiences made. I will definitively share my path here!
Great report and interesting lists. REMs are solid choices in Druze. Please keep it up and let us know how this list does in the future.
And here is my second report. Again against IA and a similar list, but a different opponent. The mission here was Supremacy. My list: Spoiler: Druze Pathfinder ────────────────────────────────────────────────── GROUP 1 9 1 PEACEMAKER Spitfire + AUXBOT_3 / Electric Pulse. (1 | 27) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) CLIPPER DRONBOT Smart Missile Launcher / Electric Pulse. (1.5 | 18) DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27) DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25) DRUZE Lieutenant (X Visor) Combi Rifle, Chain-colt / Viral Pistol, Knife. (0 | 23) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12) HUNZAKUT (Deployable Repeater) Rifle + Light Grenade Launcher, Antipersonnel Mines / Pistol, Knife. (0.5 | 18) GROUP 2 5 1 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) BRAWLER Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 20) NASMAT Electric Pulse. (0 | 3) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) 5.5 SWC | 300 Points Open in Infinity Army It is a slightly optimized version of the last game, swapping one Pathfinder for a Hunzakut and a Bounty Hunter. The reason here was the missing damaging gun if the clipper is gone, so the Hunzakut LGL got a chance here. Everything else is the same as befor. Core-link with all Druze, Brawler and Clipper, Fugazis as ARO-pieces, Hunzakuts and Pathfinders for objectives. It went against that: Spoiler: IA Invincible Army ────────────────────────────────────────────────── 10 LIÚ XĪNG Hacker (Assault Hacking Device) Boarding Shotgun / Pistol, CC Weapon. (0.5 | 38) ZHANSHI (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 12) ZHANSHI (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 12) ZHANSHI Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 13) ZHANSHI Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 15) HǍIDÀO (Multispectral Visor L2) MULTI Sniper / Breaker Pistol, Knife. (1.5 | 37) DĀOYĪNG Lieutenant L2 Hacker (Hacking Device) Boarding Shotgun / Breaker Pistol, Knife. (0.5 | 29) MÓWÁNG (NCO) Red Fury, Akrylat-Kanone / Heavy Pistol, Knife. (1 | 52) HAC TAO Hacker (Assault Hacking Device) MULTI Rifle, Nanopulser / Pistol, DA CCW. (0.5 | 70) LÙ DUĀN Mk12, Heavy Flamethrower / Electric Pulse. (0 | 21) 5 SWC | 299 Points Open in Infinity Army The REM was deployed as EVO-repeater here, while everything else was quite obvious and straight forward. Spoiler: Table I lost the Lt-roll and got the first turn. I took the south DZ and deployed second (don't know how this happened). IA deployed the Zhanshi-Link around the building on the right with the MSR and paramedic on the rooftop, the LGL next to the building in cover but standing. On a balcony of that building hid a camo-marker. A Panguiling-REM deployed covered next to the central building and I should turn around. Counting only six troopers and the EVO-rem, it was obvious, that at least one Liu Xing was waiting for a nice spot. The next problem was the Haidao having good sight over all my sweet spots for my MSR, but I deployed it there anyway.My Lt should hide and the KHD covered the path towards my sniper. On both sides a Fugazi was deployed together with a Pathfinder. The Bounty Hunter went on the left to secure his order, the Engineer guarded the approach towards the right REMs, including the EVO. The LGL-Hunzakut deployed on the roof of the middle-right building as back-up for the link, the normal Hunzakut hid in the corridor on the left near to two objectives. He deployed a Mowang next to the center building, expecting some TAG-stuff from my side. My Peacemaker went on the right side to deal with the MSR (worked quite good last time, didn't it?). 1. Druze: With Marksmanship on, the Peacemaker shot the LGL-Zhanshi, then pushing the Haidao prone without any damage on it. Now the path was free to target the Mowang as main attach piece here. To send out a Fugazi was to order-intensive and the group 2 one was on the wrong side for this, so the Hunzakut went for it and targeted the Mowang in the second try. Many smart missiles and E/M-grenades rained from the sky, but no damage was done. To reach anything this turn, the Hunzakut switched on the first console, but was shot by the hidden Hac Tao. One order was left in group two with no good use... 1. IA: The Camo-marker turned out to be Daofei-Hacker (supprise!) and hacked controlled jump. I don't noticed this hint here towards the 'EVO-rem'. Now a Liu Xing dropped on the building with my link, but could only affect the Lt with his template, who dodged successfully. Now the Liu Xing turned towards the MSR but was shot by his pistol. The Mowang took the long run now, reaching a point under 24" to deal with my MSR, killing it in his first try. Without any further targets available and out of orders, he stayed in the center, pointing out my Peacemaker in that quadrant. With no other units in any quadrant, IA scored the first two points. 2. Druze: Now the Mowang had to go, if I wanted to have any chance here. Again the Peacemaker tried, but only the Auxbot took a wound on the Mowang, which went out of LOS to the Peacemaker. So the Pathfinder on the right went for it and sat-locked it. With the remaining orders again grenades and smart missiles dropped in great amounts but only one further wound was done there. To get some points into the quadrants, the left Fugazi went into the corridor, where the first Hunzakut started. Again, one regular order was left with no use in group two... 2. IA: The Haidao switched positions on his rooftop, killing the Auxbot, then dealing with the advanced Fugazi, wrecking it directly. This opened the path for the Hac Tao, turning on two consoles and taking positions in the near left quadrant. The Mowang wrecked the Fugazi on the right. In some coordinated orders, the Panguiling advanced together with the Hac Tao and suddenly began shooting at my Peacemaker, which went down. Who could have thought about this nasty Holo 1? 4-0 IA at this time. But with no real options left to remove the heavy units, I called it here. Maybe the Mowang could be killed and an other quadrant could be cleaned here, but the Hac Tao would have wiped my out everywhere. Final result was 6-1 due to the consoles activated. This game was painted by maaany important rolls going over 15, so that guided missiles failed and the EM-grenades could be dodged. With not that much damage output possible, two turns with only two wounds done are far to less here. Peacemaker and EVO are great, two Fugazis and two Pathfinders feeling good, too. But everything else isn't reliable. The Clipper needs to much order-support to do something and with U-turn available, his chances shrink. The same with speculated shots of the EM-LGL. I believe, he has to shoot directly, supported by the link, to be reliable. Next week there will be a little torunament, where I will bring Druze. With Decapitation, Quadrantcontrol and Annhilation, Scarface seems quite usefull to address the damage-problem. But at this time, I don't have an idea, how to change the list here.
I agree that the spec fire EM LGL is too unreliable. The standard missile launcher clipper has been my go-to. That direct fire with link bonus either kills everything or rolls over and dies...but when it does kill everything, it's truly glorious.
Here is the last report for this year. This time I played a round of quadrant control against Dashat. It was a sort of preperation for an upcoming tournament and simultanously testing a new list, so the list was not supposed for this mission, but the focus was to get a feeling of that mission and to check, if the list could perform as expected. Spoiler: Druze Annhil ────────────────────────────────────────────────── GROUP 1 7 1 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27) DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25) BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18) BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16) VALERYA GROMOZ Hacker (Hacking Device UPGRADE: Expel) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 21) DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 2 7 1 BASHI BAZOUK Submachine Gun, Chain-colt / Pistol, CC Weapon. (0 | 12) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 6 SWC | 300 Points Open in Infinity Army With this list, I wanted to tackle the issue of missing hitters, which appeared in the last games. For this, I integrated the HMG together with Gromoz as a dragged along specialist. The core is a solid back-up and ARO-appearence. In the second group the Peacemaker is supposed to field control and the Pathfinders should be the last boosted attack, if everything else failed. Alltogether, this group should fuel the Bashi Bazouk in his suicide run to remove key pieces. In general, this list feels more designed for killing, than to dominate zones and the killing ability should be tested. Spoiler: Dashat Dahshat Company ────────────────────────────────────────────────── GROUP 1 9 1 1 BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12) BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) VALERYA GROMOZ Hacker (Hacking Device UPGRADE: Expel) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 21) ZÚYŎNG (Fireteam: Haris, Tactical Awareness) Combi Rifle + 1 TinBot B (Deflector L2) / 2 Breaker Pistols, Knife. (0.5 | 34) RUI SHI Spitfire / Electric Pulse. (1.5 | 20) GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12) McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 32) GROUP 2 5 3 WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) LIBERTO (CH: Mimetism, Minelayer) Light Shotgun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (1 | 11) LIBERTO (CH: Mimetism, Minelayer) Light Shotgun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (1 | 11) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39) FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 6 SWC | 299 Points Open in Infinity Army The Bounty Hunters were gathered with the Brawler to do ARO-things and McMourrough should provide things for the Haris of Gromoz,Zuyong and Rui Shi. Group two fueled Saito as who he is and to provide smoke for the Brawler. I was not aware of the opportunities Dashat has with Libertos, which caused some problems, but lucky as I am, no Bashis were included. Spoiler: Table My bad luck with this kind of control-missions continued and I had to take the first turn. I took the south DZ and put the link on the right side, where it had a nice overview about that half of the table. The center was covered by the big building, so Gromoz, the Fanous and the EVO went there to be guarded and free to to things. The left side was put together with an advanced Peacemaker in a close corner and the other REMs together with the Bounty Hunter. The Bashi should walk in on my right side, where the Hunzakut also deployed. Near the center but more on the right, the Bounty Hunter link deployed with the Brawler in LOF to my Brawler and the BHs scattered a bit. On the right side, two Kameels hid behind a building, which was protected by a Warcor. The left flank saw the Haris, McMorrough and the two Ghulams. Two camo-markers deployed on each flank. I put the HMG in the center but a bit advaced and formed the duo with Gromoz. A trooper in hidden deployment was added on the opponents side. Gromoz was awarded as datatracker on both sides. 1. Druze: The most important goal was to limit the group with McMorrough in it, what was possible on two ways: Eating up McMorrough together with the haris, going all in with the HMG or shredding the core-link using the Bashi Bazouk. Both plans had at least one nasty camo marker in its way. I got my first group reduced on orders, why I choosed the Bashi-plan (5 orders to get the HMG on the left flank, dealing with a mine or something else AND killing at least McMorrough seemed a bit greedy). The HMG shot the Warcor and took most orders of the first group to rearrange and get Gromoz up the building to hide on a safe spot. Now the Bashi appeared and went for the first camo marker, triggering a mine. With only one echo available, the risk of passing the Brawlers LOF was too high, so I reactivated all echoes. Crossing the LOF saw an additional ARO, but both echoes were targeted and the trooper survived. The next order saw one dodging Kameel and one going down to the chaincolt, so an additional order was needed to finish the second and all my orders were gone. 1. Dashat: The expected murder-run of McMorrough didn't start, but Saito Togan appeared and throw smoke between both core-links. Some shots were given between both Brawler MSRs, until mine died. With the other orders, both links advanced, killed my HRL Brawler and the Bashi. Two quadrants were controlled by each and each datatracker was in a controlled quadrant - 2/2. 2. Druze: I was in better shape than expected, so now the haris had to die. The HMG started, going for the Rui Shi and got critted off the table. So the Peacemaker was boosted by the EVO and went for the haris. First the Auxbot was sent to trigger a mine and burn the Zuyong, which left everyone unharmed. The next order saw the Auxbot burning over Zuyong and Rui Shi and the Peacemaker shooting the Zuyong, but recieving shots from both of them (here I mischecked LOFs). The Zuyong got one wound, while the Peacemaker was destroyed. Now one Pathfinder had to take the lead, discovering the Libertos and getting him dogged (I forgot about dogged, otherwise he would have gotten Marksmenship). Coordinated, both Pathfinders advanced in better positions, as well as the BH, finishing off the Liberto. Group one tried to isolate some BHs and the other Liberto, but only could disable one BH. With the Liberto uncovered, Gromoz took a shot and died to the ARO. At least the Hunzakut placed a mine in front of Saito Togan. 2. Dahsat: Saito Togan dodged the mine, then terminated the Hunzakut in CC. The Rui Shi tried to clean my left flank, but got critically stunned by a Pathfinder, so McMorrough started and ate everything on that side in CC. I lost one quadrant, so my opponent controlled more than I and had a living datatracker: 5-2 3. Druze: The game was lost here, but the performance could be checked. So the standard-Druze advanced, killing everything on his path without any problems: Saito by chaincolt, two BHs and the Brawler with his combirifle. Combined with the last order, my Fugazi and the Druze advanced to secure my right and the opponents right sector. 3. Dashat: Everything shuffled to get into the sectors needed and the Ghulam Doc made a long run to secure my HVT - 9-2 for Dashat. Besides the devastating second turn, I was quite satisfied with my list and with the order distribution. Of course, two more orders in the second group in turn one would have been great, but who knows, which decisions then were done different? So I kept flexible to achieve the given tasks. The core-link performed well this time, forcing bad decisions, providing tools and having one Druze to advance a bit and annoy everyone. HMG and Gromoz seemed good, too. The crit was unnecessary and shows a big issue of Druze: If you go down, you stay there! A WIP 13 doc would be really great. But besides that, you can work with the HMG, but maybe have to improve your situation a bit with utilizing other tools you have. This could have been one of the FOs. I totally misused the potential of the Hunzakut, where I always struggle with. Getting camo-troops into the game is hard for me, but don't ask me why...Here I liked the flexibility of my Pathfinders better, boosted by the EVO. In ARO they are strong and a shock-combirifle needs to be considered. Maybe one should be used more aggressivly next time to use the potential of being a specialist and having a B3-weapon. The lower burst is the issue of the Peacemaker here. Aggressive use seems not that easy with the shotgun, but the play with the Auxbot is quite useful to create nasty situations for your opponent. That is key here, I guess. I struggled a lot with my Bashi Bazouk in the past time, but this time he did, what I expected: Being a reliable missile. Equipped for everything he can do a lot, but needs orders and a planned play, to get the most of his echoes. What boosted him here was a safe spot on my side and a good path to advance. Without the safe spot, the use would be limited. For now, that is it. Feel free to ask and of course, to leave criticism here! You see, I am not that successful, than I want to be and need to be, so any suggestions and discussions are welcome. Happy new year to everyone and stay tuned for the next reports, following in the next weeks!
Before the tournament starts next Saturday, two more games could be squeezed in, but without the expected results. Game 1 was against Tunguska in a match of decapitation. I chose the list from the last games, as it was designed for this mission. Spoiler: Druze Annhil ────────────────────────────────────────────────── GROUP 1 7 1 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27) DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25) BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18) BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16) VALERYA GROMOZ Hacker (Hacking Device UPGRADE: Expel) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 21) DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 2 7 1 BASHI BAZOUK Submachine Gun, Chain-colt / Pistol, CC Weapon. (0 | 12) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 6 SWC | 300 Points Open in Infinity Army The HMG should do the main damage, then the other Druze or a Pathfinder should do the rest and the Bashi Bazouk could search for sweet targets. The only opportunity to kill the Lt woul be to isolate the actual one, laying somewhere on a roof and then killing the new one - maybe. Possible Datatrackers are the HMG or a Pathfinder, as Gromoz isn't that beast of a hacker, to survive any clash with an KHD. Spoiler: Tunguska Jurisdictional Command of Tunguska ────────────────────────────────────────────────── GROUP 1 10 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16) SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16) SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN MULTI Rifle + Pitcher, Chain-colt / Breaker Pistol, Knife. (0 | 35) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) VERTIGO ZOND Smart Missile Launcher / Electric Pulse. (1.5 | 18) REAKTION ZOND HMG / Electric Pulse. (1 | 26) GROUP 2 2 1 SPEKTR Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Pistol, Knife. (0 | 34) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) 5.5 SWC | 299 Points Open in Infinity Army I played against this list several times, each time something was improved. The Hollow Men form a core-link with the Stempler to deal damage and provide a network for hacking and smart missiles. And that is all of the trick. Together with all the other nasty stuff, Tunguska has. Spoiler: Table I lost the Lt-roll and got the second turn, but chose the south DZ. It provided more opportunities to choose the angle of attack, while the other half of the table was more open, where the HMG could work quite well. Tunguska deployment was focussed on the sides with Mary Problems and two Securitates scattered around the building on the left and the Interventor, the TR-bot and a Zondbot on the roof. A Warcor climbed all the way up on the central obstacle and an other Securitate secured the silos on the right side, where the core-link deployed in front. The designated Target went on the left side behind the silo. Going second, I changed my plan for the link a bit. The core was build by the Brawlers, the HMG and Gromoz with everyone but the ARO-Brawlers on the ground to shift in aggressive mode when the ARO-pieces will be dead. The freed Druze forward deployed in the middle of the table with the LGL prone on the roof of the central building. The right side was given to a Pathfinder and the EVO-bot and a Kameel placed on the building. Fugazi and the other Pathfinder were near the link to lower pressure on the HMG if possible. My designated target went on the left side, guarded by the Hunzakut and backed up by the Bashi Bazouk (using AD). A TO-marker was placed in the middle of the Tunguska DZ and I deployed my Peacemaker in front of my Druze in the center, the Auxbot in the right corridor from there. Mary became Datatracker and I chose the normal Druze, as he could get nice angles onto the designated target. Tunguska 1: I kept my CT and spent one into overcklocking my REMs. The Interventor boosted the TR-bot, which killed my HRL-Brawler. Now the Hollow Men could walk freely, jumping through the corridor of the Auxbot. The distance was misjudged and the FO-bot burnt, together with one wound of the Multi-Hollow Man. They continued, shooting a pitcher next to my LGL, which was used by the Interventor to spotlight the Datatracker. A few orders later, the Peacemaker was wrecked and both Druze in the middle were scattered everywhere by smart missiles. Mary Problems advanced on her designated target and went into suppression fire. Druze 1: Two Druze down and the Brawler Sniper alive...not what I wanted. To get my HMG free, the TR-bot had to go down and to test the abilities of my Pathfinder, I chose the right one, giving him Marksmanship and crossing the table to shoot at it. Misjudged on 17" it got destroyed immideatly. Plan B became the Fugazi, but again the distance was wrong and it got killed. Now the Hunzakut was the last opportunity, but was harrassed by the Warcor while doing his job. Two orders later, the Hunzakut was alive, the TR-bot totally destroyed and the Warcor not successfull. Yey! Tunguska 2: Mary Problems went on the other side of the silo and killed the Hunzakut. The designated target could dodge the SMG. Now the Hollow Men activated, reaching my link from the left flank and shooting chain colts over the wrecked Fugazi into Gromoz, the Pathfinder and the HMG. All REMs were wrecked, but staied on the table. Gromoz died, the HMG dodged and saved everything! Druze 2: If it were turn 3, I would be glad, because I would have six orders available and the HMG with two others in a link. But it was only turn 2. For my luck, Mary and the Hollow Men were so positioned, that one place on my left table edge was uncovered.That allowed the Bashi Bazouk a save route. He finished off Mary and with the following order taking one Str from the undamaged Hollow Man, before he got killed by the chaincolts. The HMG dodged out of chaincolt-range and started to finish the Hollow Men successfully. Tunguska 3: A Securitate did a long run towards my link, providing a repater there. Now I got lucky again and resetted/dodged that often, that no orders were left to kill anything. The Securitate tried a shot onto my HMG, but can't resist the viral pistol. Druze 3: Because of the saved CTs, I could pull everyone into one group and had six orders available. The link went forward, forced the Warcor out of sight and killed the designated target. With the last order, a Zondbot was killed. No Lts were killed and I lost 182 points to 164 killed. So I lost 5 to 2. I was impressed by the flexibility of link building this time. While I thought about this in an in-game-approach like rebuilding stuff, when needed, the real strength is the tuning of your links towards the situation before the first turn begins. So I could use the full potential of the HMG. Without the obvious mistakes in turn 1, there would have been a lot potential more everywhere. An other point of remark is the Bashi Bazouk. I tried him a lot, entering from the enemies side of the table. Here no good opportunities could be created and deploying was difficult. While having him in my half of the table, he can enter savely and solve problematic situations near your DZ, what is great. Here the SMG can really shine. One point to the splitted groups: This game, I had enough orders for everything I wanted to do and needed to do and could recreate everything I needed with three CTs. That went very well this time. Game two was Quadrant Control against JSA. I took the same list than before and the table staied the same. Spoiler: JSA Japanese Secessionist Army ────────────────────────────────────────────────── 10 1 KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) KEISOTSU HMG / Pistol, Knife. (1 | 17) KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9) KEMPEI (Chain of Command) Combi Rifle / Pistol, CCW, Electric Pulse. (0 | 22) KUROSHI RIDER Lieutenant Combi Rifle + Light Flamethrower / Breaker Pistol, AP + Shock CCW. (0 | 33) NINJA MULTI Sniper Rifle / Pistol, Shock CCW, Knife. (1.5 | 42) SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39) NINJA Hacker (Assault Hacking Device) Combi Rifle / Pistol, Shock CCW, Knife. (0.5 | 40) NINJA Hacker (Assault Hacking Device) Combi Rifle / Pistol, Shock CCW, Knife. (0.5 | 40) ONIWABAN Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (0 | 41) 5 SWC | 297 Points Open in Infinity Army Basically a back-up link for the Kuroshi Rider and a lot of TO-markers, scattered everywhere. I don't know exactly about which Ninjas where there and what was the Oniwaban. I lost the Lt-roll and was given the opposite DZ than last game, where I should deploy first. Because of much more potential of going second, I took the bitter pill and went second, but deployed first. The core-link went around the building on the right side, together with a Pathfinder and the Kameel. Fugazi and the other Pathfinder secured the center of my DZ, while Bounty Hunter, EVO and Gromoz took the left side. Gromoz was placed there to form a Duo with the HMG, if necessary. In front of them, the Peacemaker took place. The Hunzakut went on the right side, behind the silo. Three TO-markers scattered around the left side of the table, but not in my side and two were on the right. Only two didn't deploy on rooftops, but one took a position on the high obstacle on the right side, so that had to be the sniper. Kuroshi Rider started on the right side, too. The link completly went on the right building, without LOF to anything. The HMG again went as back-up for the core, so he deployed among them. My datatracker was the LGL-Druze, because he wold be much scarier when deployed a bit advanced. JSA datatracker was the Keisotsu HMG. 1. JSA: With his impetous order, Kuroshi Rider advanced, out of LOF of my link - due to a biiiig mistake of mine: While spreading prone-tokens, my sniper recieved one in the habit of having him deployed somewhere out of cover, but higher than his enemies. Now he was lying on a roof, looking nowhere...The Ninja-sniper then started his killing spree: HRL-Brawler, Bounty Hunter, Auxbot and the Fugazi. Kuroshi Rider advanced, dealing a bit with the Hunzakut, which layed a mine and got killed. One of the central markers was Saito Togan, advancing a bit, dsicovershooting the mine. Now free, Kuroshi Rider came along on the right side, devastating my link with his flamethrower. Pathfinder, LGL, HMG and Kameel went down, together with the Rider. Some crits on the opponents side did their thing in this turn. 1. Druze: Only a few orders were left, but with the Peacemaker advanced and the MSV-Brawler alive, two sectors could be cleared. To do this, the sniper crawled along the roof, killing the Ninja-sniper. While going for Saito Togan, an other Ninja appeared on the opposite side of the table, shooting at the Brawler with a combirifle. I split burst: two against the new Ninja, one against Saito, thinking, that he was a save kill and the other ninja would be nice to get rid of now. Saito critted my Brawler, while the other Ninja died. Now my Lt had to do the job, but was critted again by Saito. I called things here, because there was nothing left to do. I should have learned my lesson by surviving all the chaincolts from the Hollow Men in the previous game, or by McMorrough eating through my troopers the game before...But I haven't and had to pay for it again. I had no chance to counter deploy the Rider in a fitting way with my Peacemaker, lowering my speed-bump potential significantly. Besides that, I have no issues with my lists here, but with my way of playing and doing things. Focussing on what you are doing is that important, especially with a restricted sectorial like Druze. You have to few back-ups to correct your failures during deployment or execution. What also is very important in my view is the estimation of vectors during deployment, or even while choosing sides. Know your weapons and situations, you want them to beand then choose their position on the table. In the first game, I had my HMG in mind and had a lot of favourable places for him. But not for all my other weapons. In the second game, I forgot about this, only choosing an obvious good spot for my ARO-pieces and hoping that everything will play out good. This needs to be changed in the next games!
Very interesting stuff as always man! Thanks again! How are you feeling with the DBS performance in general? Do you feel like there is anything lacking? I sometimes wish for multi wound models when my HMG Druze or sniper Brawler gets crit'd into oblivion, but then I guess that's crits for you! :-)
Now the tournament is over and went out pretty good. With one tie, one major victory and one loss, I went 4/8. A bit more had been possible, but in the end, the dice suggested to fail at some point. Nevertheless, I am pretty satisfied with the result. Because of the tournament-situation, I took no notes and will just make a rough write-up here. For Anhilation and Decapitation, I took the list from the previous games. The flexibility of my links was quite impressive and I had some tools to do everything I need. Just the Lt-kill in Decapitation was nearly impossible. I planned to use the ABH a bit more by taking him as additional ARO-piece. Spoiler: Kill-List Annhil ────────────────────────────────────────────────── GROUP 1 7 1 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27) DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25) BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18) BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16) VALERYA GROMOZ Hacker (Hacking Device UPGRADE: Expel) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 21) DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 2 7 1 BASHI BAZOUK Submachine Gun, Chain-colt / Pistol, CC Weapon. (0 | 12) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 6 SWC | 300 Points Open in Infinity Army For Quadrant Control, I decided to give Scarface and Saito Togan a go in a quite risky list. I originally build it for our own tournament without great ambitions, but it performed well and is suited well for the obstacles of Quadrant Control. Scarface would chew through everything what blocks my sectors and provides early points. Saito Togan should contest an enemy sector as soon as possible and murder everything he finds there. The third active piece is the Hunzakut, filling the gaps when needed. Because of the better order-efficiency in group 2, I cut the orders there a bit. Spoiler: Quadrant Control Looter ────────────────────────────────────────────────── GROUP 1 8 1 SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 40) DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27) DRUZE (X Visor) Combi Rifle, Chain-colt / Viral Pistol, Knife. (0 | 23) BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18) BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 2 5 1 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SCARFACE & CORDELIA TURNER . (1.5 | 78) SCARFACE 2 Mk12, Heavy Rocket Launcher / AP CCW. (1.5 | 61) SCARFACE Boarding Shotgun / Pistol, CCW. () CORDELIA TURNER Combi Rifle, Chain-colt, D-Charges / Pistol, Knife. (0 | 17) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5 SWC | 299 Points Open in Infinity Army Game 1 was Decapitation against a very skilled player with Shasvasti. I knew about this game before and was quite worried about the new Shasvasti and my limited ressources. Spoiler: Shasvasti Game 1 Shasvastii Expeditionary Force ────────────────────────────────────────────────── GROUP 1 9 SHESKIIN Lieutenant Red Fury, Pulzar, D-Charges / Pistol, DA CCW. (1 | 54) NOX Combi Rifle, Zapper / Pistol, Knife. (0 | 14) NOX Combi Rifle, Zapper / Pistol, Knife. (0 | 14) NOX Combi Rifle, Zapper / Pistol, Knife. (0 | 14) NOX Hacker (EI Hacking Device) Submachine Gun, Zapper / Pistol, Knife. (0.5 | 17) CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29) SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39) SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39) NOCTIFER Missile Launcher / Assault Pistol, Knife. (1.5 | 32) GROUP 2 3 MED-TECH OBSIDON MEDCHANOID (Journalist L1) Submachine Gun, D-Charges / Pistol, Knife. (0 | 22) SLAVE DRONE Electric Pulse. (0 | 3) SLAVE DRONE Electric Pulse. (0 | 3) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) 6 SWC | 298 Points Open in Infinity Army One minelaying Speculo was expected, a second not directly. Also the Sheskin-link was no supprise here. The question was, if there is a Noctifer waiting somewhere, or if there was space enough for a Sphinx. But I planned with the Noctifer here. Of course, I lost the Lt-roll and got the second turn. Sheskin and her Nox got on top of a building near the designated target, the Ikadrons hide somewhere together with Dr. Worm. A camo-marker hid on one flank and in front of my DZ but on some cat-walks, an impersonator and anadditional camo-marker. I scattered my core somehwere on and next to some buildings to cover Sheskin and to get layered AROs onto the Speculo. Fugazi, Pathfinders and the ABH scattered where possible to check vectors and provide more layered AROs. Gromoz and the HMG should be the reserve, when Speculo(s) could be removed, so they hide on an other building. An additional Speculo out of impersonation got near my designated target, together with a mine. I placed my Peacemaker there, too, to make it the kill as expensive as possible. After the Speculo had killed my Peacemaker and designated target, the other speculo was unable to do anything and got critted by my Druze in CC. My Hunzakut failed to harm the Sheskin-link, so the Fugazi was sacrificed to plant a sniffer, getting shot by the Noctifer. Some EM-grenades rained on Sheskin, getting her isolated, but the nearby slave-drone critically dodging. CoC triggered on the camo-marker, but not much happened in turn two. I sensored the CoC, but my Bashi Bazouk failed to kill him, before the Noctifer blasted him. Turn 3 the remaining Speculo killed some stuff, including my datatracker and hiding on the same roof, where Gromoz and the HMG layed, discovered with its last move. My Brawler killed Noctifer and Sheskin then, the remaining Pathfinder failed to shoot the designated target and Gromoz gunned the Speculo down with the last order. I scored three points for killing more army points (4!!! more), but my designated target was killed by the datatracker - Tie, but the best outcome, I could wish for! Game two against OSSS in Quadrant Control. My opponent made two major failures in the beginning: Giving me the second turn and letting me choose my favourable side. Spoiler: OSSS Operations Subsection of the S.S.S. ────────────────────────────────────────────────── 10 DEVA (Multispectral Visor L2) Spitfire, Nanopulser / Pistol, Knife. (1 | 33) YADU (NCO) HMG / Heavy Pistol, Knife. (2 | 41) RUDRA Red Fury, Mine Dispenser / Electric Pulse. (1 | 40) NETROD . (0 | 4) LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SHUKRA Lieutenant (Strategos L1) MULTI Rifle, Nanopulser / Pistol, Knife. (0 | 27) PROXY Mk.1 Hacker (Hacking Device) Combi Rifle, Nanopulser / Pistol, Knife. (0.5 | 14) PROXY Mk.2 MULTI Sniper Rifle, Nanopulser / Pistol, Knife. (1.5 | 24) SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife. (0 | 31) YUDBOT Electric Pulse. (0 | 3) DART Submachine Gun, Viral Tactical Bow, Antipersonnel Mines / Pistol, Shock CC Weapon, Knife. (0 | 34) NAGA Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 30) 6 SWC | 289 Points Open in Infinity Army Something is missing, but everything important is in. Rudra, Deva and Yadu where deployed as a link, now by checking it, it was not legal, but nevermind. I expected the Proxy Sniper somewhere, what made Scarface quite vulnerable. Most of the firepower went on the left side, while one camo marker, the sophotect and the FP-bot took my right side. So I chose to get Saito on that side in HD, to eat up everything there. Everything else had to be deployed on my left side, because of cover-reasons. My link was mostly centered, with the Druze scattering around a bit. To avoid Scarface getting shot in turn 1, I deployed most FPs around him and the Hunzakut on that path. Sophotect got the Aleph-datatracker, mine was the normal Druze, quite bad deployed for this. After Dart placing a mine against my Hunzakut (out of trigger area), the haris started to force its way towards Scarface, but getting stuck in my FPs, only knocking one Fugazi out. Coordinated, stuff advanced and shuffled a bit, before the proxy sniper tried on Scarface from an elevated position. No damage was done, but Scarface was pinned here. I solved this by critting the sniper with Scarfaces HRL, then repairing the Fugazi, freeing some space for the TAG, killing Dart. The Hunzakut went the other way round and found the Rudra in line with his two mates, perfectly placed for the shotgun. Two orders later, one Str was gone from the bot, Yadu and Deva dead by the templates. The remaining orders were enough for getting Saito into CC with the Sophotect and advancing my datatracker into my sector by 0,5" and in a bad position. Turn 2 evolved around Rudra and Scarface, seeing Scarface get possessed, killing Cordelia. Before that, Scarface tanked a full burst by the Rudra and two mines. I got Scarface back, leaving the Rudra alive, but again scoring three points, without much to do. He was in retreat now, so I won this game 6-0. Without some luck, especially with my first HRL-shot, this could have gone worse. At this point, everything was possible, but I drew the next scariest player with IA for Annhilation. Good for me, that I know IA quite good now, but with a skilled player, everything was possible. Spoiler: IA Invincible Army ────────────────────────────────────────────────── 10 Zhanshi YĪSHĒNG Combi Rifle / Pistol, Knife. (0 | 15) YÁOZĂO Electric Pulse. (0 | 3) DĀOYĪNG Lieutenant L2 Hacker (Hacking Device) Boarding Shotgun / Breaker Pistol, Knife. (0.5 | 29) HǍIDÀO Hacker (Killer Hacking Device) Boarding Shotgun / Breaker Pistol, Knife. (0 | 26) TAI SHENG Mk12, Chain-colt, Stun Grenades / Heavy Pistol, Knife. (0 | 45) ZÚYŎNG (Fireteam: Haris, Tactical Awareness) Combi Rifle + 1 TinBot B (Deflector L2) / 2 Breaker Pistols, Knife. (0.5 | 34) ZÚYŎNG (Fireteam: Duo, Tactical Awareness) HMG / 2 Breaker Pistols, Knife. (1.5 | 38) ZÚYŎNG (Fireteam: Haris, Tactical Awareness) Combi Rifle + 1 TinBot B (Deflector L2) / 2 Breaker Pistols, Knife. (0.5 | 34) KOKRAM FTO (Fireteam: Duo) Combi Rifle + E/Mitter, Chain-colt, E/Mauler / 2 Heavy Pistols, Knife. (0 | 39) PANGGULING FTO (Repeater) Light Shotgun / Electric Pulse. (0 | 13) SON-BAE Yaókòng Missile Launcher / Electric Pulse. (1.5 | 17) 4.5 SWC | 293 Points Open in Infinity Army I got the second turn and chose deployment. Everything I saw was grouped on the left side with a haris of TaiSheng, the Hulang and a Zuyong with Deflector and a core of two Zuyongs, both REMs and Krit Krokam. Somewhere a Doc hid and a camo-marker was deploed as reserve. I deployed with a Liu Xing in mind but without nice spots for my ARO-Brawlers. The best spot was given to the HRL on the left side, the sniper covering any approach from the other side and all other guys scattered around one building in my DZ on the left side. The Hunzakut went on the center line on the right side to annoy as much as possible and the Peacemaker in the central corridor. After getting the whole haris stunned by my Fugazi, they took positions near my body-bubble to annoy me as much as possible. That was denied by my EM-Druze, immobilizing Taisheng and the Hulang, leaving the Zuyong mobile. Bashi Bazouk entered that flank, shot the Zuyong and then Taisheng. Then the core started walking, killing the Peacemaker, the Bashi, both Kameels and a Pathfinder. We were late here, so I knew, the game would end after my turn and the core was deployed quite nice for my remaining pieces. All orders were collected in one order, the Hunzakut shot both REMs with the light shotgun and the normal Druze failed for some orders to kill Krit Krokam. While being my Datatracker, I chose to end this risky game and go for the immobilized Hulang with the HMG. The viral-pistol finished him quickly. Due to Krit alive, I stayed below 150 killed points and had only 130 alive, so it resulted in a 6-2. He won the tournament with this win. After all, I am satisfied, because: With skilled opponents, I made a good and interesting game without being outclassed. I made just few mistakes and used all of my lists in a constructive way. I could experience how Druze can work with all of their equipment. I got a feeling, of how they need to be played. The EM-guy doing cool stuff (Sheskin, I am looking at you!) I totally fall in love with this guys. So the next half year will be very interesting with this sectorial! @roobot : In the previous games, I wished for my Djanbazan MSV HMG for his flexibility and reliability. Multiwound was nothing, I missed so far, but I am not very used to it at the moment, coming from QK. I struggled with the expensive and multi-purpose link. A defensive Ghulam-core is a nobrainer and gives you space to work with other cool guys. In Druze, you have to work with your link and have to think about it. Here I had this key-moment on Thursday, where the flexibility hit me hard. But what I really, really miss is a reliable doc or engineer! WIP 12 and 20 points? I can kill my people cheaper, I guess - We are not PanO! Maybe a WIP 13 doctor+ as Druze for 27 points would be a thing?
Glad you had a fun tournament! Congrats on your games! I couldn't agree more about the Brawler Doc and Engineer, fortunately me and my friends play with spec ops, so I always bring mine as a doc/engineer with some nasmats! How do you find the Kameel minesweeper? Do you find that it helps deter people using mines or do you use it solely to generate orders? I normally overlook it for the fugazi, but I am tempted to try this "two group with eight orders in each" format that you are using so I might start bringing it!
We need to use the spec ops more. I tried it a bit in QK and it was really fun and here it would be useful, too. The question with the minesweeper is, if it is worth it. You have to invest at least two orders, in most cases much more to discover the mine and switch it - not talking about getting into LOS to a Netrod. Your only gain is a dead minelayer and more orders are needed to get the Kameel back in cover. But (!!!) I considered this as an option against Shasvasti with the Speculo minelayer. For this scenario, the Kameel would be a really nice ninja-piece. In my last games, I would have liked a second Fugazi more and my new approach with the anhilation-list includes the switch from Kameel to Fugazi. But I am not sure, if I will like the outcome for two reasons: A Fugazi is more likely to be killed and I tend to spend orders in it, which are spend better in the key pieces in that group. That brings me back to an other Druze-problem: having to many lovely options in your list, which takes away your focus on the necessary things. So the Kameel is the less useful option, but reduces your risk of bad decisions. To complete it, here is my new list: Spoiler: AnhilationV2 Annhil ────────────────────────────────────────────────── GROUP 1 7 1 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27) DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25) BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18) BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16) BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17) DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 2 7 1 BASHI BAZOUK Submachine Gun, Chain-colt / Pistol, CC Weapon. (0 | 12) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12) PEACEMAKER Spitfire + AUXBOT_3 / Electric Pulse. (1 | 27) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 5.5 SWC | 300 Points Open in Infinity Army HMG switched to SMR, because I really love this weapon and it is a bit cheaper. The HMG was a great tool in some games, but when held back, it is to expensive. To clean out in turn 3, the SMR will be more often in good rangebands. Gromoz was traded to the Brawler AHD to improve my hacking game and to replace Gromoz as a very useless piece. I am worried to loose my link-flexibility, so I will try it a bit. Fugazi over Kameel here to improve AROs and the efficiency of the EVO and as a last change, the Peacemaker got the spitfire back - without a heavy weapon it would be too dangerous, I guess. This list fits my feeling at the moment: castling up as long as possible and sending cheap one-trick pieces into your opponents. Then one Druze can clean everything up.
It is really cool to see the evolution of your lists over the games that you have played and the experience you have gained from them! For me that is one of the cool things about Infinity, beyond "Net lists" which a lot of other games are ruled by, Infinity is more based on personal preference and experimentation! Thanks for sharing that journey with us! :-)
You are quite right with this unique flavour of this game. On the other hand, you are glueing yourself into the comfort-zone. If you look at most of my QK lists and now this Druze-lists, it is nearly the same, but with some small differences. Of course, it fits my style, but it limits my potential as a skilled player somehow. It would be very interesting to get some lists suggested from the community here and then test it out to get a better feeling of the units and how others see them. After a longer time of waiting, I have a new report for you - one game is held back for the moment as an entry for this months bromadacadamy-mission. Yesterday we played Transmission Matrix for the really first time in our group and it went against Bakunin. Spoiler: Druze Ultimate Brawl ────────────────────────────────────────────────── GROUP 1 7 1 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25) DRUZE (CH: Mimetism) MULTI Sniper / Viral Pistol, Knife. (1.5 | 32) DRUZE Lieutenant (X Visor) Combi Rifle, Chain-colt / Viral Pistol, Knife. (0 | 23) DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 2 7 BRAWLER (Fireteam: Haris) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 17) BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18) BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17) KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) 6 SWC | 299 Points Open in Infinity Army I didn't want to go directly back to the previous list after experimenting a bit without the HMG, so I stayed with the SMR and took the Brawler-haris for the first time in combination with an enhanced hacking game. I don't like Gromoz anymore, so I had to reorganise the core-link, where I added the Druze MSR - so a lot of new toys this time. While my REMs and my core-link should secure my two areas, the haris should clear everything else in the first run and Pathfinders together with the Hunzakut were planned for scoring in late game. Spoiler: Bakunin Jurisdictional Command of Bakunin ────────────────────────────────────────────────── GROUP 1 10 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34) RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30) RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33) REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32) REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34) REVEREND CUSTODIER Hacker (Assault Hacking Device UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30) MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10) ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 17) ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 17) ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21) GROUP 2 1 2 2 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6) MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6) SIN-EATER Mk12 / Pistol, CCW. (0 | 30) 5.5 SWC | 300 Points Open in Infinity Army With two three-girl-links and a bunch of camo-markers for the zones, it was quite clear that first the Grrls should make some trouble and then the ODD-girls start cleaning up what is left. Some Morlocks for support and a Sin-eater for ARO. Spoiler: Table I won the Lt-roll and let my opponent deploy first in the north where no good place for link-teams was. I calculated correctly and got the second turn - what a nice start. The left side saw two Morlocks standing in the open space, while Sin-eater and both links got on the right side, with the ODDs a bit more centered and covered by the Sin-eater. Two camo-markers deployed in the center near the antenna. The Moderator sneaked around the right console. The designated target was placed on the right side near the long building with the tower. I wanted do avoid any troubles with the Morlocks and force the Riots into bad decisions, so I placed my link with most of the value on the left side on a building with the KHD and the SMR ready to start, if the MSRs died. The Brawlers got on the right side to have better access on the links, with the HRL prone behind the "dwell" and the AHD in the middle, but quite unopposed. Every other vector got a REM for flashpulses. The Hunzakut got to be a backup if the Morlocks should survive the Brawler MSR on the left flank. My designated target went in the central corridor in my half of the table. A third camo-marker appeared hidden behind the tower on the left side, while I deployed my Peacemaker in front of my Brawlers, focussing on short LoF-corridors. Any Riot was nominated as datatracker, I chose the AHD Brawler because of his SMG. Bakunin 1: Overclock on my REMS. The Morlocks started and got pierced by my Brawler MSR. A pitcher was shot on the tower of the building on the right side to throw stones into my future path, then the Riots started. The B5 Spitfire wasn't stopped by a Fugazi and a Pathfinder, but finally got critically stunned by a Fugazi in the center near my core-link. Now the ML-Riot misunderstood her weapon and started shooting at my Druze MSR under 24" and only took one wound in return. So the turn ended with the Riots in a bad position. Druze 1: With Team-pro up, the Druze MSR killed the ML-Riot, but now the Spitfire had a terrible position - Whenever my link would shoot at her, the combi-rifle would have a shot, too. So I got risky and flashpulsed the spitfire with success. Now the path was free and the SMR forced the combirifle into cover and could kill the spitfire. The Peacemaker now should dig the last Riot out, but she could dodge everything and in a last attempt, the Auxbot died by flaming the Sin-eater and flipping a Zero out of camo. Here it was more important to have the Peacemaker around my antenna. The central Fugazi advanced on my other antenna and the Hunzakut advanced towards the far left antenna. On his way, an other Zero managed to kill him and could dodge a burst from my snipers. We tie on antennas: 1-1 Bakunin 2: The Zero on the left shot my designated target, while the ODD-link advanced on the right flank, taking out the Peacemaker and threatening my antenna here. Nothing more happened. Druze 2: My snipers started some lean-outs to expand their LoFs and kill the left Zero, a newly discovered Zero on the central antenna and the last Riot. The remaining Pathfinder made a long run and secured the far left antenna. Again we tie on consoles because I took away the Zero in the center: 2-3 Bakunin 3: Only a few buttons were pushed on some hacking devices, which failed on my Pathfinder, but could isolate my AHD-Brawler. The remaining Zero secured the central antenna. Druze 3: Somehow I had to get rid of the ODD-girls around my antenna. The only guy in place for this was the Brawler HRL with his assaultpistol. I got lucky and crit the Custodier near my antenna, leaving the Healer in the area. Sneaking around the bus, I succeeded on the second Custodier (woah, very lucky here against the ODD!!), which forced the Healer to turn around. Now my core-link could advace and shoot her down. Before the link could finish the game, the Brawler shot the designated target, making it a tie. With the last order, the link scattered between the central antenna and my right one. The Zero decided to shoot the Brawler MSR, advancing towards the right antenna, so the Druze could shoot him with her viral pistol and killed him. Now controlling more antennas, I won. 5 - 3 for Druze this time. I have nothing to complain about in my list. All new pieces performed really good. Even the Druze MSR was great, nevertheless his mimetism was not usefull against the Riots. Of course, the Brawler-haris needs to be tested more, but the link adds a lot of cool tools to the list. Peacemaker with shotgun is a hell, if you can find a narrow spot for him to fight in - that went good this time. I am still bad with using camo-troopers, the the Hunzakut staied behind his potential and my flashpulses were deployed too aggressively. I shoud better have one corridor left out and added one flash pulse where my link was overwatching, to secure the orders and make advancement harder. Nevertheless, my opponent made some mistakes in his first turn and then lost his teeth and was scared of my snipers. Normally, I would still have lost the game, if the Brawler hasn't started his critical killing spree...Only 35% of success here against 25% of getting shot. Maybe the MSV-Brawler would have been able to take the Custodiers out, but that wouldn't have been a great improvement. To deal with barely visible troops on short ranges needs other tools, then my list has included. For such situations, a valuable plan b needs to be set up, when an alpha-strike of the Peacemaker is not possible.
Great batrep! On the note of dealing with the ODD links, I can imagine a hunzakut being useful for that kind of stuff with her mines being planted around the corner. Neither healers nor custodiers have particularly high PH to dodge a mine reliably, so I'd suggest trying to use the hunzakut as an active turn anti-link unit. The Bashi with chain colt or e/mauler is good for that role too, maybe even more than the Hunzakut because he can deploy turn 2/3 when primary enemy units have already moved into midfield.
That are the best solutions, I have found until now. Unfortunatly, I suck at using camo-troops, so my Hunzakut always dies in or after his first action. I want to focus more on him in the future, to exploit the full potential. So if there is anyone having good and basic advise on this topic... :D Bashi Bazouks are great here, especially with the chain colt. As long as you know how to manage the trap with his holoechoes and can work on units without nanopulsers and/or NWI, they solve these links quite good. Against ALEPH only some diceluck helps... If you have a nice spot, where the Bashi can enter, they add great flexibility to your game. I made good experiences with having them deployed on the near sectors, where they can clean out everything stopped from my link and my flashpulse-castle.
Yes, that would be useful. A second option for fire-templates besides the Auxbot would really help to deal with all those ODD and TO-stuff. Today I had two games against Tunguska and Morats and could use two different lists: Spoiler: Game 1: Highly Classified against Tunguska Game 1 was against our local Tunguska-player where I expected a similar list than the last time (the report is somewhere above): Some hacking, aggressive Hollow Men and a smart-missile bot. That was no option for my Scarface-List because it had nothing against hackers, so the list from last Monday had to do it. The Mission chosen was Highly Classified to mix the experience a bit up. We draw experimental drug, HVT: retroengineering, HVT: designation and net-undermine. My classified was HVT:Kidnapping. Spoiler: Druze List Ultimate Brawl ────────────────────────────────────────────────── GROUP 1 7 1 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25) DRUZE (CH: Mimetism) MULTI Sniper / Viral Pistol, Knife. (1.5 | 32) DRUZE Lieutenant (X Visor) Combi Rifle, Chain-colt / Viral Pistol, Knife. (0 | 23) DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 2 7 BRAWLER (Fireteam: Haris) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 17) BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18) BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17) KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) 6 SWC | 299 Points Open in Infinity Army My core-link should allow me to castle up as good as possible and get the missile-bot assassinated with the Hunzakut. From that point on, the Brawlers should be able to chew throuh the nasty stuff like the last game went. With the drawn classifieds, this plan had to be altered, since I needed the enemy HVT somewhere near my Druze, what would be not that easy. So if possible, the Hunzakut should sync it and carry it towards my link. Spoiler: Tunguska list Jurisdictional Command of Tunguska ────────────────────────────────────────────────── GROUP 1 10 SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16) SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16) SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN MULTI Rifle + Pitcher, Chain-colt / Breaker Pistol, Knife. (0 | 35) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) REAKTION ZOND HMG / Electric Pulse. (1 | 26) VERTIGO ZOND Smart Missile Launcher / Electric Pulse. (1.5 | 18) SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) GROUP 2 2 1 CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5.5 SWC | 297 Points Open in Infinity Army The gameplan evolved around the three-man Hollow-Men core link with Stempler Zond in it to deal damage and deploy pitchers. This should help to target everything possible and bomb it out via missiles. To spice things up, a TR-bot was included. There is still space for optimization, but in general things could work here. Spoiler: The table It seemed like some of my buildings are missing in my box, so the table was a bit more open than usual. From each side there were some risky long lines, with the right side more open than the left one. I won the Lt-roll and took the initiative to get rid of the smart-missiles. So I had to deploy in the south. Deployment Druze: My link scattered around the left flank with the Druze MSR on the left building and the Brawler next to the more centered. KHD a bit advanced to have the ZoC in front of my important units. The Brawler-haris took the center to get better access to everything on the opposite left flank. The terrible long firelane on the left flank saw a Fugazi as bait and a Pathfinder, together with the EVO-Kameel. My HVT went in front of my links, behind the high building on the right side. Deployment Tunguska: Most of the force grouped around the building on the left with Clockmaker, TR-bot and Interventor on the roof, the Hollow-core with a Zondbot next to that buidling. A Warcor overwatched the center, while the right side saw Securitates scattered, together with the smart-missile-bot. Mary Problems took a nap on a roof on the right side. The HVT went into a corner in front of all the stuff on the left side. The plan to steal the HVT was still up, even if it would take some luck and two turns, so the Hunzakut deployed as advanced as possible on the left. My opponent deploye a TO-marker on the high building in the center, near my HVT. Druze 1: I lost two orders from group one. So low on orders, I had to achieve as much as possible and stay read for turn 2 with my Hunzakut. He was the only option to deal with the TR-bot, so his success was necessary. He advanced, shot the Warcor and placed a repeater in front of all the hackable stuff. One shot against the TR-bot was still in the budget. As always, a crit from the HMG ended all the dreams. So some orders now were free. In group two, the Brawlers reformed a bit and after the Druze KHD blasted the neurals of the Interventor through the repeater, the AHD could designate the HVT. Tunguska 1: In LoL and the Hollow-men trapped by my hackers, my opponent lost his nerves here. A Securitate advanced, misjudged LoF to my MSRs and died. Unable to get rid of the repeater, nothing more happened here. Druze 2: Only net-undermine was now possible for me to score, since no engineer and no medic were available and no Druze would reach the HVT this game. I transferred the Haris-Brawler to group 1, build a new core without the SMR and send the SMR out behind enemies lines. On his way, she shot a Securitate and scored net-undermine. I was worried about the marker near my HVT, so the centered Pathfinder advanced and sensored it. Some more shuffeling, to force wasted orders in the next turn was done. Tunguska 2: The discovered Spectre on the roof teamed with the smart-missile-bot and managed to kill the Auxbot and the Druze MSR. Then he leaned out on his roof and shot the repeater. The freed Hollow-men advanced a bit and failed to destroy my Fugazi in the left firelane. Druze 3: Tunguska had enough stuff alive to score two classifieds and maybe the personal one, so orders need to be deleted wherever possible. The SMR started and shot an other Securitate and the smart-missile-bot with the chain-colt. As exchange, a ARO-missile from the dying bot erased her from the field. Unseen, the central Pathfinder advanced to cover the Hollow-men with his repeater. The AHD could not harm them actively here. Tunguska 3: With some clever activating, everything would be possible, but the experience was not enough in this situation. The Hollow-men advanced through all of my AROs and the spitfire could not deactivate the Fugazi or the Pathfinder. In exchange, nothing was hacked or stunned. The other Hollow-men managed to net-undermine me then, but the Stempler failed to map my DZ. Now Mary Problems needed a good run: Shooting a pitcher near my HVT (I had forgotten about her pitchers and focussed on the Hollow-men for this task), passing the first spotlight, but failing the second one with the last order. I won 6 to 1 OPs with some luck and mostly due to not enough experience on the opposite side. I didn't use much of the potential I had, but since action only evolved in turn 3, my defensive capacities were not needed and I was not able to go aggressive with only a HRL available fast enough. The Hunzakut was my only chance here and I should have been more patient by re-camoing into safety and suprise-shooting the TR-bot then. To dominate the whole game via hacking agains Tunguska felt great, but not correct here. Spoiler: Game 2: Transmission Matrix vs Morats Game 2 should be against Morats and because it was the second game that day, a more relaxed mission was chosen: Transmission Matrix. I expected nothing to scary and took the Scarface-list from the last tournament to dig around a new list-type. Spoiler: Druze list Looter ────────────────────────────────────────────────── GROUP 1 8 1 SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 40) DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27) DRUZE (X Visor) Combi Rifle, Chain-colt / Viral Pistol, Knife. (0 | 23) BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28) BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18) BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 2 5 1 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SCARFACE & CORDELIA TURNER . (1.5 | 78) SCARFACE 2 Mk12, Heavy Rocket Launcher / AP CCW. (1.5 | 61) SCARFACE Boarding Shotgun / Pistol, CCW. () CORDELIA TURNER Combi Rifle, Chain-colt, D-Charges / Pistol, Knife. (0 | 17) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5 SWC | 299 Points Open in Infinity Army Scarface should be the main beatstick, while Saito hid somewhere and screw everything up, when needed. In the meantime, my REMs should take some areas and scoot around. Spoiler: Morat list Morat Aggression Force ────────────────────────────────────────────────── 10 MORAT Combi Rifle / Pistol, Knife. (0 | 14) MORAT Combi Rifle / Pistol, Knife. (0 | 14) MORAT Combi Rifle / Pistol, Knife. (0 | 14) MORAT Missile Launcher / Pistol, Knife. (1.5 | 19) MORAT (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 15) KORNAK Lieutenant Mk12, Light Flamethrower / Pistol, DA CCW. (0 | 41) RAICHO MULTI HMG + Heavy Shotgun, Mine Dispenser / . (2 | 94) RAICHO PILOT 2 Heavy Pistols, D-Charges, Knife. () MORAT Hacker (EI Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 22) RASYAT Combi Rifle, D-Charges, Eclipse Grenades / Pistol, DA CCW. (0 | 29) RASYAT Spitfire, Eclipse Grenades / Pistol, DA CCW. (1.5 | 34) 5.5 SWC | 296 Points Open in Infinity Army I played against this list before, so Kornak, the Raicho and some AD-troops were expected. A lot of pressure in advance and while everything focus on the TAG, the Rasyats are spreading chaos. The table was the same as in the previous game. I lost the Lt-roll but got the second turn and chose my previous south DZ. Morats deployed the core-link on the right building, while Kornak went in the center and the hacker securing the left zone. The designate target went on the same unaccessable spot then in the previous game near the hacker. My link deployed around the central-right building with HRL and MSR up to ARO and the Druze forwarded a bit to secure that zone. Scarface had to seek for a safe spot on the left, together with a Fugazi and the Warcor around the left building. Some scattered Kameels and other REMs in the center. Saito Togan went in hidden deployment next to my designated target in front of my link, behind the high building on the right side. The Raicho deployed on the right side to aproach via the center and I deployed my Hunzakut on the left to get the forward observer in a good spot to score my classified: Telemetry. Morat Datatracker was Kornak, mine was Scarface. Morat 1: The Raicho advanced in the center and shot the HRL-Brawler, since the core-links pinned each other. Now a Rasyat Combi dropped behind my link (again and again I miss, that AD troops can jump into the DZ, so nobody really was watching the back). Under eclipse-smoke, he chewed up a Pathfinder and a Kameel in CC and scored in extremis recovery there. From there, he shot two more REMs in the center. Druze 1: At the moment, many problems with an easy solution available everywhere. Scarface shot the Rasyat, Saito Togan showed up and ate the Raicho in one order but failing the smoke-dodge while advancing towards Kornak and the Hunzakut scored telemetry on Kornak. Unfortunately, the Hunzakut didn't notice the LoF to the Morat-ML and got erased. The last Fugazi advanced in the center. 2 to 1 zone for Druze, both classifieds scored. Morat 2: The second Rasyat jumped into my DZ, behind Scarface and Cordelia. The game would be over here, if he didn't fail his PH-roll and scattered from the table and entered it on the left side of his DZ. Kornak advanced and killed the Fugazi, followed by the designated target. The scattered Rasyat came out of cover and got shot by Scarfaces HRL. Unfortunately, the link to Cordelia was broken, because she had to dodge a bit to avoid Kornaks MK12. Kornak took position in the central zone. Druze 2: Low on orders and low on reliable options, everything was up for brute-force and some lucky rolls. Scarface advanced in direction to the designated target and survived the first shots of the ML. He advanced further, crossing LoF to Kornak. The ML wrecked Scarface, but he managed to kill Kornak with his MK12s. The basic-Druze left the link to secure the central zone and Cordelia set up to take out the hacker and the designated target next turn. Again, 2 to 1 zone for Druze. Morat 3: With only the core-link available, things became close. The link left the building, loosing the ML in the process on the MSR-Brawler and letting one soldier in the zone. The three guys left went in the center and managed to kill my Druze. Druze 3: With the Druze gone and only two CPs, everything needed to work in the best way possible. I am not relying on high risk plans here and had to choose, if Cordelia was more likely to kill the Morats in the center and secure the zone, or if she could manage to cross LoF to that Morats, take out the Hacker and the designated target. With only four orders for both plans, I chose the one in the center. Here the Lt could help a bit. That he does by standing up and shooting the first Morat, leaving only two in the zone. Cordelia advanced with two orders left for shooting. Only one kill would be enough to take the zone, but both orders had no success. Now 2 to 1 zone for Morats, which leads to the final score of 6-6 thanks to Telemetry giving an extra point in this mission. The problem of my list is its vulnerability in exchange for the high aggressive potential. I was forced to move forward more than I am used to this time and lost too many potential to early. So nothing reliable was left in turn three, where the early loss of my order pool hurt a lot. My inability to have my DZ overwatched hurts a lot here, since it lead to this close game, where a safe win was not that difficult to achieve. I really have to get some more experiene with this list, but it feels good, as it writes its success in blood and not so subtle than my other lists. But you need to be careful with everything you invest here.
That Morat game was brutal. I can understand how one can get too caught up in the mission itself to not check their blind spots. People who play against QK learn that real fast, hehe.