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[Batreps] How to run a big business

Discussion in 'Druze Bayram Security' started by Capo.Paint, Dec 24, 2019.

  1. Capo.Paint

    Capo.Paint Well-Known Member

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    That depends on your target. The Cutter has stealth and is quite fast. Normally there will be only one or two possible AROs at maximum. And with a 30% chance of success against a reset, the risk of having him uncontrolled was too high.

    You have the Hawwa in mind for this task and that is my way of playing that AHD, too. But in Druze, the Brawler is a little fragile and I have so many repeaters I pay for, so I better risk a REM for this.
     
  2. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    I totally forgot about TO camo and Stealth! Now I see the point.
     
  3. roobot

    roobot Well-Known Member

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    Congratulations on your victories and thanks again for taking the time to write them up! Interesting read as always! Though judging by your win streak, Druze are obviously OP. ;-) #BrokenDBS #NerfDruzenow
     
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  4. Capo.Paint

    Capo.Paint Well-Known Member

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    Yeah, no one else deserves a nerf that much! :D That gets me directly to my latest game against Ramah, which
    1. ended my win streak and
    2. showed the issues with new optimized profiles:

    We played Acquisition, a mission I played a lot during Asteroid Blues and never succeeded in. But since it is no difficult mission, it should be solvable now. I won the Lt-roll but lost the gamble by letting my opponent deploy first on the harder to defend side (in the north) and eventhough getting the first turn...

    Druze Bayram Security
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]7 [​IMG]1
    HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29)
    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 Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]6 [​IMG]1
    HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)
    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)
    BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
    KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8)

    6 SWC | 300 Points

    Open in Infinity Army

    I wanted to try a conservative and calm game with clear plans for each turn. Everything should grant me good positions and ressources to control every console in turn three with my Hunzakuts and Saito. In this situation, I had to decide who will carry out the first-strike against what targets. Since my Hunzakuts where critical for this mission, they were kept behind and only my core-link was potent enough to do this job.

    Ramah Taskforce
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8
    GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
    GHULAM (NCO) Rifle + Light Grenade Launcher (Normal and Smoke Ammo.) / Pistol, Knife. (1 | 16)
    GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17)
    GHULAM Sniper Rifle / Pistol, Knife. (0.5 | 16)
    GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13)
    GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    KHAWARIJ (Fatality L2) Spitfire / Pistol, AP CCW. (1.5 | 32)

    GROUP 2[​IMG] [​IMG] [​IMG]6 [​IMG]1 [​IMG]1
    MUKHTAR (Fireteam: Haris) Viral Rifle, 2 Nanopulser / Pistol, Knife. (0.5 | 31)
    MUKHTAR (Multispectral Visor L2) Red Fury, 2 Nanopulsers / Pistol, Knife. (1 | 37)
    MUKHTAR Doctor Plus (MediKit) Boarding Shotgun, 2 Nanopulser / Pistol, Knife. (0 | 30)
    NAFFATÛN Rifle + Light Flamethrower, Grenades / Pistol, Knife. (0 | 12)
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    CARMEN Chain Rifle, Smoke Grenades + Bâtard / Heavy Pistol, DA CCW. (0 | 22)
    [​IMG] BÂTARD Trench-hammer, AP CCW. (- | 5)

    6 SWC | 286 Points

    Open in Infinity Army

    Something is missing (not only to enable the REMs) and the division among the groups is not right, but everything important is in. Mukhtars to force their way through everything and a Khawarij as second beatstick (or maybe Carmen and Batard). Lots of Ghulams to back everything up and too many orders to be limited too early.

    _20200228_112435.JPG

    As said, I deployed second in the south.

    My opponent put a Ghulam-core around the right building with a sniper, a missile launcher and a doc+ on the rooftop. A Fanous was added on that side. In the center two Ghulams hid together with the Khawarij and the Mukhtars went on the left with the second Fanous. The single Naffatun was placed on the right center.

    My core went on the right side with the Druze advanced and quite open to get rid of the ARO-Ghulams. Behind them, the HRL and MSR Brawler went to fill the link. My Lt was placed on the left building, together with the AHD. Behind that Building most of my REMs went, only one Fugazi went in the center. Hunzakut 2 took the center, Hunzakut 1 the right side.

    Carmen and Batard were placed as reserve on the right behind the ARO-building, I placed Saito in hidden deployment next to the tower in the center (mostly to counter the advancing Mukhtars).

    Druze 1:
    No orders were denied by command tokens, so I calculated how much damage my HMG could do. Since there was too much stuff behind the ARO-building and I am too slow, my potential was very limited and I planned for some kills and a defensive position. If I had my Hunzakuts free, a mine around the corner on that building would have been the best way, since I had the opportunity to kill the obvious Lt. What really happend was nothing. It took most orders in group one to kill the damn sniper (who cares about 63% chances of success?). So not enough orders were left to kill the ML too and get back in a safe position. I wanted to get rid of the Khawarij, too, since he would be able to quickly kill my Lt. My second Hunzakut could advance easily and plant a mine next to him, then a repeater and retreat into relative safety somewhere in the center recamoed. My Kameel scored data scan on the Khawarij, without triggering the mine, since he was prone behind a wall.

    Ramah 1:
    The left Fanous triggers the mine and gets wrecked. The link is switched to the Khawarij and the two additional Ghulams in the center. The Khawarij was shot by the MSR Brawler, gets revived and shot the Brawler in revenge. The Mukhtars advanced, killing the left Fugazi, then the EM-Druze and discovering the second Hunzakut, which started tanking some shots. Something should be done with Carmen and Batard, so they trusted their smoke-grenades and advanced into the middle.

    Druze 2:
    Still in good shape and maybe able to get some shots on the Mukhtars, the killing-plan was continued. The HMG takes out the ML-Ghulam in one shot, in the next order Carmen and Batard, then takes the second doc+ out of cover and gets shot. The other members scattered a bit into better positions. Somehow the Mukhtars needed to be eleminated and CC seemed to be the best option. Saito advanced, threw smoke on the MSV2 (I forgot about this...) and attacked him. The second thing I had not taken into account were the nanopulsers...I took the safe kill and cced the Mukhtar, but lost Saito. This was the one major mistake, which lost me the game (later more on this). The second Hunz used its position to blast away the Khawarij and the Doc+ with his LSG, then recamoed.

    Ramah 2:
    The Mukhtar doc activates the left console, then hid behind the wall. Both Mukhtars got into suppressive fire and nothing more was done.

    Druze 3:
    With reduced order pools (three regulars in one, four in two), I only could control the consoles and not activate them. Hunzakut one took the right one, still in camo, covered by the KHD Druze in SF. Hunzakut two shot down the last Ghulam in the center, then stayed in basecontact with the tech-coffin. To make it harder for the Mukhtars to get him, the HRL repositioned a bit and the AHD stood up together with my LT, entering suppressive fire.

    Ramah 3:
    The last Fanous tried to discover the first Hunzakut, but failed and got shot down by the KHD. The Mukhtar doc killed the second Hunzakut after discovering the first one, then taking the tech-coffin, while the remaining doc+ on the rooftop killed the other Hunzakut.

    So I lost 7 to 1 this time. I am not disappointed here, since going first is a hard task in such missions and I had good chances to endure the last turn. The minor success in turn one was a bit disappointing, but hindered me from overextending my attack-pieces. So it is okay, since more then two Ghulams couldn't be killed either. If I had wanted the big alpha-strike, I had to limit my potential for the mission. In the end, this was misjudged, since the KHD had been able to take the job of the Hunzakut in turn three - Here you need to act cool and clever to not limit yourself.
    But what hurts most is the use of Saito. It was right to take him for that task and it was right to approach the MSV2-Mukhtar first, since it was the only option with enough orders for full success. But what I did wrong was to declare CC instead of dodging the nanopulsers. I had a good chance of success here and could then take my exp-ccw in the next order. One more speculative smoke-grenade and all Mukhtars could have been taken out. From that point, it would have been nearly impossible to recover.


    To let my opponents gain some other experience then only playing against the same list, I will schedule some games with other factions in the next weeks. Not more than five, so don't worry! And I will report this games here, too. I think it is important to see, how a player uses other factions when it comes to the point to evaluate the potential and the skill-level of previous games, so I want to give you this chance. At least, I have an interesting list for MO in my mind and my QKs want some action, too. I will try to write lists similar to my Druze-lists to judgle potential shortcomings in this sector. So stay tuned!

    P.S.: Just remembered I wanted to complain a bit about Mukhtars and all this new optimized profiles. I am not a fan of them in general, since they outclass many traditional profiles. But what really bothers me is the allround-equipment they all get. Mimetism, several cool special rules and a template-weapon to fill the only attack-vector or risk left blank...Most traditional units have those blank spot, where they are vulnerable. But not these new guys. This may be okay, if I play a sector without many restrictions. But with a limited toolset in Druze, this gets silly. The Hunzakut has nothing good to offer here, since a mine only takes one wound, they are not hackable and the LSG is weakened by their mimetism. Normal gunfighters are limited by their mimetism and good BS. So only CC with Saito seems good and safe. But then we come to the nanopulsers. And all this for only a few points more than my normal Druze?? This is not correct.
     
    #44 Capo.Paint, Feb 28, 2020
    Last edited: Feb 28, 2020
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  5. roobot

    roobot Well-Known Member

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    Looking forward to more reports man! No matter what faction you use, I am sure that they will be interesting! :-)
     
  6. Capo.Paint

    Capo.Paint Well-Known Member

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    Again there are busy weeks and weekends, but at least one game could be done. As announced, I switched to other factions for this to make comparisons between Druze and the opportunities other sectors may have.

    The first game in this short series was fought with Military Orders against Dashat in Firefight. So I stayed in the 'hard to play' bracket, but had access to more camo and higher BS.

    Military Orders
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]7
    CRUSADER MULTI Rifle + Light Flamethrower / Pistol, Knife. (0 | 31)
    PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21)
    [​IMG] AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4)
    KNIGHT OF SANTIAGO Lieutenant (Specialist Operative) Spitfire, Nanopulser, E/M Grenades, D-Charges / Pistol, DA CCW. (1 | 43)
    ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13)
    ORDER SERGEANT MULTI Sniper Rifle / Pistol, Knife. (1.5 | 21)
    ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15)
    ORDER SERGEANT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)

    GROUP 2[​IMG] [​IMG] [​IMG]7
    SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27)
    BULLETEER Spitfire / Electric Pulse. (1 | 23)
    MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8)
    MULEBOT 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)
    DART Submachine Gun, Viral Tactical Bow, Antipersonnel Mines / Pistol, Shock CC Weapon, Knife. (0 | 34)

    5.5 SWC | 300 Points

    Open in Infinity Army

    It was far away from what I am used to with MO. Normally, I have a LI-list with a Magister/Teuton-deathstar and some other hitters around. And most important: I avoid ALEPH, so I never tried Dart. She is quite powerful and too optimized in my eyes. But to make the most of it for comparison, she was tried for the first time. The rest should copy my actual Druze-list as good as possible. A cheap-defensive link, which turns into a killingmachine in turn three, REMs to slow things down and some infiltrators for midfield-stuff. The Hunzakuts were now Dart, the TOFOOS and to some extend the Crusader -It is all about psychological warfare!
    I got better equipped infiltrators, higher BS on my gunfighters and two 2W guys by loosing some tricks and tools (EM-grenades) and a few orders.

    Dahshat Company
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]9 [​IMG]1 [​IMG]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)
    McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 32)
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]3
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)
    GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
    LIBERTO (Minelayer) Light Shotgun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (1 | 10)
    NASMAT Electric Pulse. (0 | 3)
    LIBERTO Submachine Gun, Chain-colt, D.E.P. / Pistol, Knife. (0 | 8)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    5 SWC | 298 Points

    Open in Infinity Army

    Don't ask me for the correct distribution among the groups. One camo stayed unrevealed, so I am not that sure, it was the second Libertos - could have been something else. But the ABH-core, the Rui Shi and McMurder are there, which shows all this list should do: Shoot things down with smoke and a buffed Rui Shi, while McMurder supports this and the Brawler MSR scares things away.

    _20200304_183659.JPG

    We decided to take the red classifieds, because we can. I drew Predator and HVT: Designation and thought, Predator was impossible and Designation could be done if things go well. I won the Lt-roll and took the first turn (everyone knows Dashat auto-looses by going second!) and got the south DZ in revenge. I had not checked the big building in the north-west and underestimated the ARO-potential.

    With some good lines, my link went on the right, guarding the Mulebot and escorted by Dart. Pathfinder as ARO-unit in the center and all other REMS on the left with the Peacemaker and Auxbot blocking the short access there. To make things sure, the TOFOOS hidden deployed there as well. My HVT went on the far right.

    The Rui-Shi haris and the ABH-core with Brawler MSR grouped around the big building in the north west, with one ABH, the Doc+ and the MSR on the rooftop. One Fanous went on the left, two on the right around that silo. On that silo a lone Ghulam layed down, guarded by two camo-markers. In the center a Warcor watched the back and an additional camo-marker deployed in the center next to the panoply. The HVT also went in the center.

    I didn't want to chew through the left flank, so the Bulleteer went on the right as a backup. McMurder showed up in the bulk of bodies behind the high building. The ABHs gained some interesting stuff, but nothing too important. One guy got a bike. My Dt was my Santiago, Dashat DT was the bike-ABH.

    MO 1:
    No orders were removed and I had to get rid of the overwatching Brawler. I promised the best chances by my Santiago, so the MSR first cleared the mine on the right, then the link advanced and killed the Brawler in two orders (1st unconscious, second to kill him). It feld risky, but with 61% chance of success, it was the right decision. The link shuffled a bit around in a advanced position and Dart started to secure the right flank. The Libertos took one wound on her before getting shot and a Fanous was shredded by the SMG. Dart retreated a bit.

    Dashat 1:
    McMurder took a long run with some smoke to smoke up my link. Saito Togan appeared directly next to my HRL-OS and murdered him in CC. He then take the gamble against my Santiago and was killed. So McMurder should finish this, but only could berserk one wound on the Santiago. That had consumed all orders.

    MO 2:
    McMurder in CC with my Lt/Dt was a very bad situation, but at least he was alive. A single OS approached McMurder, but with CC15 even two dice couldn't beat him up, so the OS died. I changed to some easier tasks with Dart running up the right flank, punshing down the second Fanous in CC. For Predator in red I needed three CC-kills. I was not sure to kill McMurder in CC, so Dart needed to kill the hiding Ghulam Lt with her shock-ccw. She climbed up and got critted by the Ghulam. So things were back to my McMurder-problem. I coordinated the Santiago and two other OSs, getting three guys in CC with McMurder and announcing a CC with the Santiago. McMurder died, but due to berserk, my Santiago went unconcious. The paramedic did the best he can and killed him finally, after someone took something useless from the panoply.

    Dashat 2:
    With Saito and McMurder down, the major plan was eradicated without a plan b. The ABH-biker started, collecting an ODD and a HMG from the panoplies and started suppressing fire from the left flank. Nothing more was done this turn.

    MO 3:
    Now I am sure to have interpreted things around LoL wrong by thinking that I can nominate a new Lt in the same turn in which my Lt died, if it was not at the end of my turn. So we played this without LoL for me. My Crusader should finally burn down the body-bulk behind the big building, but scattered away. Since that was the only good attack-plan now, the bulleteer was send to kill at least some other guys. He scooted up the right side and shot down the Warcor and one ABH, then retreating a bit. My paramedic took new useless stuff from the panoply.

    Dashat 3:
    The Ghulam lt tried to shoot my Bulleteer without success, then the ABH biker came and ate it. Since he had tasted blood, he tried to eat up my left side,splitting burst between the Peacemaker and the Fugazi, which ended with a critical flash pulse on the ABH. That ended the game.

    I had killed more army points (25 points difference), we tied on panoplies used and my opponent had killed my Dt and my Lt. No specialists were shot. But I had scored Predator by killing McMurder and the left OS MSR secured the enemy HVT, what made it to a 5:3 win for me. But I was sure to have it lost after my second turn and I am sure, that my rule-mistakes changed things in my favour, so it is more likely a loss.

    Nevertheless this was one of my most confident games with MO. If I had gotten unlucky against the Brawler, things would have been quite difficult, because there were no other options to force down the Brawler and open up the field for me. Here were bodies missing to sneak up some other paths. With just a few sneaky units, I had to commit early to their paths. This and two or three orders lacking, were the felt disadvantages here. I payed the flexibility of my TOFOOS and the Crusader with order-scarcety and so one unit killed less per turn or not having recamoed Dart. Not that bad, because I am used to only two tasks per turn. But there is more potential with BS 14 and a spitfire or Dart. And these two units were what Druze lacks. The Santiago consumes trouble and spits damage and is mobile at the same time. My link could advance even with limited ressources in turn 1 - that would be difficult with Druze. Not speaking about the risk against the MSR Brawler (6% difference for both, the HMG is less likely to kill the Brawler and the Brawler is likely to do one wound)! On the other hand, Dart has everything you can wish for, so she goes through whatever there is on close ranges. Things are more failsafe here, what really adds towards failsafeness. I couldn't fully explore the benefits of having more visual modifiers to turn FtFs in my favour, but Dart and the Bulleteer-action gave a first taste of that Druze-disadvantage.

    So after game one, I would agree that Druze are more limited and more difficult to play. You need to get good ideas AND need to be well organized, while other factions only have one thing required.
    Next game will be with QK but in a very aggressive way. I am curious, how things will evolve.
     
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  7. Capo.Paint

    Capo.Paint Well-Known Member

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    Still a lot to do at the moment, but at least one game was squeezed in:

    Aquisition vs. Bakunin. Since there were only two themes this week, I wanted to adress both of them in this game: Playing an discontinued sectorial with corona-flavor:

    Qapu Khalqi
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]6 [​IMG]2 [​IMG]2
    YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8)
    YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8)
    IGUANA HMG, Heavy Flamethrower / . (2 | 75)
    [​IMG] IGUANA OPERATOR HMG / Pistol, Knife. ()
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    SHIHAB REMOTE HMG / Electric Pulse. (1 | 25)
    LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20)

    GROUP 2[​IMG] [​IMG] [​IMG]6 [​IMG]2 [​IMG]1
    YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8)
    WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3)
    KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
    KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8)
    SHIHAB REMOTE HMG / Electric Pulse. (1 | 25)
    NAJJARUN Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 17)
    NASMAT Electric Pulse. (0 | 3)
    NASMAT Electric Pulse. (0 | 3)
    DJANBAZAN HMG / Pistol, Knife. (1.5 | 35)
    GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12)

    6 SWC | 299 Points

    Open in Infinity Army

    The basic idea came up by @AssaultUnicorn s QK-thread, exploring the whole aggression-potential of QK and skipping the defensive Ghulam-link. Since there are mostly remote-units, it fits to the corona-team. Fanous' only get other kinds of viruses.
    The idea is mostly to throw the Djanbazan and the Iguana onto whatever is in LoF and hope there is nothing left to shoot back. And when something sneaks around, a Fanous will be there to discover it for the next Shihab. I really want to exploit the smoke-trick here and use the utilities of the Iguana as that are two drawbacks in Druze: Tools to modify my odds in FtF-rolls and a simple good gunfighter for long ranges and short ranges. Scarface is not capable of dealing with a linked ML, while the Iguana has some better options there.

    Jurisdictional Command of Bakunin
    ──────────────────────────────────────────────────

    [​IMG]10
    REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
    KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
    REVEREND CUSTODIER Hacker (Assault Hacking Device UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
    RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
    RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
    RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
    RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
    ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
    ZERO Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)

    5 SWC | 299 Points

    Open in Infinity Army

    The other side of the table saw mostly bad mooded girls with guns and some camoes. The Riots should shine where simple power is needed, while the Reverends should do the tricky stuff. Zeros to slow things down and soften my defense.
    Since I only have two guys capable of dealing with Reverends and Riots, good plans were needed to wreck most of them without getting damaged too much.

    _20200313_202515.JPG

    It is quite new terrain and all the small scatter-stuff was deeply burried in other boxes, wo we only set up what was availabe, lacking some smaller cover. There is space for one or two more buildings to fill both DZs, but it felt quite interesting and not too shooty most of the game.

    I won the Lt-roll and went first - bad for the mission, but the only chance to access the major threads with full force. I got the south, quite open DZ.

    My left side was barely covered, only by my Warcor and a Fanous, while I centered most of my force with a nice view. Lt, both Shihabs and a Nasmat on the rooftop, two Fanous and a second Nasmat around that building. Kameels, the engineer and Leyla on the right. Iguana hid on the right, too.

    Not only the Reverend-link went on the right, even the Riots took the right side, while three camo-markers were set up on the left. The Reverends were quite advanced.

    This should be exploited by my Djanbazan, deployed advanced on the far right. As expected, a camo-marker infiltrated next to him. My datatracker was the engineer, Bakunin nominated a Riot.

    QK 1: With two orders missing from group one, my Yuans rained down. The first entered on the right and was shot by Brando, as planned. The second landed out of LoS to Brando to set up smoke and the third landed in the center to back things up. Brando needed to go, so Leyla gave it a try but failed (bad idea at all). The right Yuan smoked out Brando, then shuffled around the corridor between the two buildings on the right, setting up as much smoke as needed. The Djanbazan shoots down the Healer, then oversaw LoF to the Custodier and had to deal with Kusanagi and the Custodier. A crit from the Custodier and a arm-save of Kusanagi ended my best attempt of winning the game. The centered Yuan in group two used some orders to shift on the right, smoke out the Djanbazan and threaten Brando. The Djanbazan regenerated to death.

    Bakunin 1: The central Zero starts and shoots down the first Shihab, then the ML-Riot blasts the second one together with the Nasmat on the roof. The Riots advanced a bit, killing the left over Yuans, Kusanagi entered suppressive fire and Brando finished Leila.

    QK 2: The Iguana was shifted in group two, because he was the only one knowing how to handle a gun here. Some orders later, he was quite advanced in the center, but had killed the Zero, two Riots and Brando. I pushed forward the centered Fanous' to have them at place for the mission and to guard the Iguana a bit more.

    Bakunin 2: This turn was a gift for me: The Custodier advanced and tried to hack my Iguana - without success. A critical reset and support of my EVO saved things here.

    QK 3: If the Iguana would be able to take a turn left and kill some stuff, I could clear the left antenna and secure the tech-coffin without leaving ressources to get rid of my Iguana then. The Iguana got gotcha'd while leaving ZoC of the Custodier, what was repaired by my Engineer. Heading forward, I baited out the last Zero, but couldn't kill it. With the last order for my Iguana, I entered basecontact with the tech-coffin and flaming the Custodier. This resulted in a possessed Iguana and a living Custodier. One Fanous stunned the Zero and entered basecntact with the left antenna.

    Bakunin 3:
    The Iguana shoots down my Fanous.

    I lost 0 to 5 with some bad luck and some not so well planned actions. My smoke in turn one was set up inefficient and if I would have checked for the Custodier, all Reverends could have been killed easily by the Djanbazan. That would have left enough space for the Iguana to slay the Riots in the next turn. What made it quite difficult in the end was the lack of guns. I know this from Druze, but there is at least a Pathfinder somewhere and not only Fugazis and Warcors...If you are limited to flashlights in your ARO, you experience the importance of deadly bullets. Speaking of deadly bullets: The Iguana is great! He has everything I wish for (big guns, good stats, flamethrower,...) for 75 points. Compared to Scarface and the possible roles on the battlefield, the Iguana is so much more usefull and reliable. I needed him to deal with the ML-Riot. Something Scarface can't do, at least without smoke-support.
    My feeling says, that again my drawbacks in Druze could be confirmed. With smoke and MSV 2 on a HMG many problems can be solved with the only problem of setting up smoke well. A real TAG as sturdy gunfighter to simply solve your problems makes plans more reliable and easy to set up, too. In Druze, everything needs to be thought through and well executed. There is nothing failsave.
     
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  8. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    Cool batrep! I had some bad luck with my Dahshat recently as well. Was that custodier in a link with Kusanagi?
     
  9. Capo.Paint

    Capo.Paint Well-Known Member

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    Thanks!
    Custodier Haris and a Riot Core. We discussed it later and some things were used inefficient here. Like Kusanagi.
     
  10. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    I can't help but think that Yuan Yuans could have been used as one-shot kamikazes to blast the custodiers and Kusanagi ignoring their ODD and allowing Iggy to not worry about them.

    Also, have you considered baiting out camo troops by first smoking them and then intuitive attacking through smoke? Or is it too order-intensive for this list and sacrificing a Yuan Yuan is more efficient?
     
  11. Capo.Paint

    Capo.Paint Well-Known Member

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    In my experience the chances to kill at least two of them with one template are too low. Remember their high arm snd Kusanagis NWI! In most cases the only result will be a dead Yuan. It would have been an easy job for the Djanbazan, if I had seen the Custodier (and wasn't critted).

    Smoking out Brando first would have been the better way, yes! That was played bad.
     
  12. Capo.Paint

    Capo.Paint Well-Known Member

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    Due to the current circumstances, this could be the last report for a while, depending on how strict covid-19 measures will become. Sorry for that!

    Since I love to compare the Iguana with Scarface and wanted to achieve the same outcome with him, I swapped back to Druze for the current game and build a list around Scarface, what was not that easy. I thought about taking the HMG Anaconda due to the HMG, but compared to Scarface, the HMG can't even all the drawbacks of the Anaconda. Nevertheless, the limited range of the MK12 was not feeling well.

    Druze Bayram Security
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]6 [​IMG]1
    HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18)
    BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
    BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
    DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]7
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    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)
    BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
    SCARFACE & CORDELIA TURNER . (1.5 | 78)
    [​IMG] SCARFACE 2 Mk12, Heavy Rocket Launcher / AP CCW. (1.5 | 61)
    [​IMG] SCARFACE Boarding Shotgun / Pistol, CCW. ()
    [​IMG] CORDELIA TURNER Combi Rifle, Chain-colt, D-Charges / Pistol, Knife. (0 | 17)

    5.5 SWC | 300 Points

    Open in Infinity Army

    Scarface restricted my order pool a lot and took away ressources of my core-link, so I was dedicated to a more defensive game here, where everything should evolve during turn 3. The SMR in the core-link could finish things off then, but with the Brawler Lt stuck somewhere in safety, the mobility was limited here. Most of the work needed to be done by the Hunzakut and Scarface, maybe supported by the Pathfinders.

    Jurisdictional Command of Bakunin
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    REVEREND CUSTODIER Hacker (Hacking Device Plus) Boarding Shotgun / Pistol, Knife. (0.5 | 32)
    REVEREND HEALER Combi Rifle, Nanopulser / Pistol, EXP CCW. (0 | 33)
    KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
    RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
    RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
    RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
    RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
    PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
    MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
    ZERO Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)

    GROUP 2[​IMG] [​IMG] [​IMG]1 [​IMG]1
    MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)

    6.5 SWC | 299 Points

    Open in Infinity Army

    Nothing new, but partly more optimized then in the last run. I actually don't know the thoughts behind the Custodier-link with Kusanagi, because they are overshadowed by the Riots and simply annoy a bit with their ODD-stuff and the HD+. But I am sure, Bakunin could field some better stuff for that costs. The Prowler was new this time and quite suprising - but not worse than a normal Zero, I guess.

    _20200321_135357.JPG

    The new papercraft-table had evolved a bit, but still was not ready. We added some scatter this time, what made it easier to play.

    The mission was transmission matrix, I won the Lt-roll and went second. I got the south DZ with no good spot for a defensive link.

    The opposite side saw the Riot-link on the left side, Kusanagi and her girls in the center and two camo-markers in the center of the table. The Morlock took the left flank.

    My core-link scattered somewhere on the left around the building with the red box. MSR on the building, everything else scattered around. The Lt was placed on the building next to it, hopefully in 4" to the antenna. EVO and AHD-Brawler hid behind the small central building, Scarface and Cordelia in front of them. One Fugazi and one Pathfinder on each side to provide some FPs.

    A camo marker appeared on the left, while I set up a camo-marker on the right side, near the center line. The opposing designated target was deployed on the left side in the center, mine was on the right flank centered. The Healer became datatracker, I nominated Cordelia for this.

    Bakunin 1: I went all in and invested two CPs for overclock and to reduce the Riots by two regular orders. The Riots advanced and forced the right Fugazi into cover. This opened the path for the reserve-camo, slicing the pie from the left flank. It was the Prowler, gunning down the left Fugazi and my MSR. We discussed it a lot and were sure, the Pathfinder would crit the Prowler in the next attempt, but the greed was stronger here. Of course, the Prowler died to a crit from my Pathfinder. With the last orders the Reverends shuffled around the right antenna.

    Druze 1: There was no option to access the Riots and shoot them down, so I played for the mission and cleared the center with Cordelia and my Pathfinder. It took some time, but first the mine was discovered and shot, then the Pathfinder could kill the Zero. Unfortunatly, the Riot ML had a LoF towards the center, so I could not advance on the central antenna. My Hunzakut took a walk, placed a mine next to Kusanagi, then shot the Custodier with his LSG. I misjudged the distance here, but got lucky and shot down the Custodier, while Kusanagi dodged the mine. My critical Pathfinder also killed the Morlock.
    Kusanagi got the right antenna, the Riots the left, while I secured my antennas: 1 - 1

    Bakunin 2: The Riots advanced with the ML getting stunned and the spitfire then wrecking the left Pathfinder. Some stun-grenades bounced off Scarface after the link reached the center in front of my DZ. The spitfire got greedy and was hacked after failing to wreck my Kameel. Quite stuck, the Riots shuffled around in the central corridor.

    Druze 2: Now in close quarters, I tried to shoot things with Scarface, but was not successfull, since there were always some stun-grenades with good odds. After Scarface was stunned, I changed to my AHD-Brawler, gunning down the Riot spitfire. My HRL then shot down the Riot on the central antenna. To secure my actually free left antenna, the SMR crossed the corridor, splitted burst and died on his way. I reformed the link and let the Lt crawl a bit into the 4" of the left antenna.
    With the far left antenna now uncontested and the central one cleared, I scored 3-1.

    Bakunin 3: The Reverend Healer advanced towards the right side, killing my designated target, then Cordelia and my AHD-Brawler, but was shot down by Cordelias chain-colt. The Riots shuffled around the central antenna.

    Druze 3: I had to re-secure my right antenna and got one more to win. With no good options to clear the central one, my HRL was the only one fast enough to reach the far left antenna. He survived the AROs from one Riot on his way, could kill the designated target and reached the antenna just in time, while the left over Fugazi secured my right antenna.

    This brought me to a 6-4 win. This one was very lucky, since I critted on important points, while my opponent was not successfull at some points. My REMs tanked so many shots and rescued my order pool. With some more commitment on the Riots and less badluck on the dice, the Riots could have cleared me completly, without any chance to get rid of them. Scarface depends a lot on the terrain, if there is no smoke available. Otherwise he is pinned down by a ML or a MSR too easy. For what I had to leave at home to get him, he adds not enough in return, I guess. A second Hunzakut can do more. After all, this game felt more difficult due to missing easy options to create favourable FtF-rolls.
     
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  13. roobot

    roobot Well-Known Member

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    Thanks so much for taking the time to post this report Capo! With things being how they are it is very much appreciated! And though I enjoyed your previous reports I am glad to see you using DBS again! Good luck and be safe over the next while and I look forward to reading more of your reports again one day! Ps congrats on your win! ;-)
     
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  14. Capo.Paint

    Capo.Paint Well-Known Member

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    Since wargaming, especially Infinity, seems to be a hard drug, we had to search for an opportunity to continue gaming. So we gave Vassal a try last Monday with not so bad results. We chose Vassal over TTS since internet-connection here is not the best and there had to be enough "space" for discord to talk things through. Of course, you need to be flexible a bit, since the recent module is from 2017 and there are some bugs. The biggest problem may be the 2D set-up, but this can be solved by a good pre-game discussion.

    Since it was more a try-out than a full game, we took a preset table and a straight forward mission: Annhilation.

    Druze Bayram Security
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]6 [​IMG]1
    HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18)
    BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
    BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
    DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]7
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    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)
    BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
    SCARFACE & CORDELIA TURNER . (1.5 | 78)
    [​IMG] SCARFACE 2 Mk12, Heavy Rocket Launcher / AP CCW. (1.5 | 61)
    [​IMG] SCARFACE Boarding Shotgun / Pistol, CCW. ()
    [​IMG] CORDELIA TURNER Combi Rifle, Chain-colt, D-Charges / Pistol, Knife. (0 | 17)

    5.5 SWC | 300 Points

    Open in Infinity Army

    I wanted to give Scarface an other try, since he was not that active in the last game.

    Jurisdictional Command of Bakunin
    ──────────────────────────────────────────────────

    [​IMG]10
    REVEREND CUSTODIER Hacker (Hacking Device Plus) Boarding Shotgun / Pistol, Knife. (0.5 | 32)
    REVEREND HEALER Combi Rifle, Nanopulser / Pistol, EXP CCW. (0 | 33)
    KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
    RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
    RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
    RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
    RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
    ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
    ZERO Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)

    5 SWC | 300 Points

    Open in Infinity Army

    Again, Bakunin showed up slightly modified, this time again with Brando instead of a third Zero or some other stuff.

    20200323_Vassal 1.png

    We had no clue how to quickly build a cool table, so that was the one suggested. With all the houses, LoS were quite restricted and only two long ranges were available. But crossing the street was a deadly thing then. We defined the solid obstacles and filled packages as S2 high, while the partly filled packages were something around S1. All walls had infinite height, exept for the one building on the upper left. We concluded that Infinity is about solving difficult situation, so we accepted the layout as it was and took it as a challenge.

    I lost the roll-of and got turn two. Since I imagined the blue DZ to be better to defend, I took blue.

    The Reverend-link went in the left quadrant, a bit advanced, while the Riots were placed around the truck on the right, ML out to ARO. Two camo-markers infiltrated with one roll into the building on my side across the street on the left, a third camo-marker went behind that building.

    Scarface and most of my REMs took the left building, with a Pathfinder on overwatch over the street. My link went into the right building to access the Riots through the buildings. Only the MSR Brawler was out on the street to avoid them ramboing over the street. A Fugazi, a Pathfinder and the AHD were also placed in that building, more in the center. I had to cover some vectors, since there would be an additional camo-marker to be deployed somewhere.

    As expected, a camo-marker infiltrated right next to my MSR, but also in LoS to my Fugazi. Most nice spots for my Hunzakut were denied, so h started in the right forwarded building on my side. We forgot to nominate datatrackers.

    Bakunin 1: Overclock activated. The camo-marker next to my Brawler moved a bit and moved again, after my Fugazi opted to discover and the MSR waiting. Brando got unconscious after the next order without doing anything (mistakes were made, I guess). Then the Reverends advanced, as well as a forwarded camo-marker on the left. The moving camo-marker showed to be a Zero, wrecking my Pathfinder and entering suppressive fire.

    Druze 1: There was no option to get the Zero with cover for Scarface, so I wanted to advance via the right side. My MSR took a shot with stun-bullets on the ML-Riot, critically stunning it and forcing it out of LoF. I made three shots here, since we forgot about the reduced burst of stun-mode. This mistake raised my chances to succeed from 46% to 58%. By checking the odds now, the DA-mode would have beena good option, too, since I had a 35% chance of dropping the ML. I estimated it lower, so I wanted to stun her first. After the ML out of the way,my Hunzakut advanced and placed a repeater on the other side of the truck with all Riots in ZoC and retreated as far as possible. Group two had nothing to do, so the right Fugazi advanced, placed a sniffer on the left building and took better position. The Pathfinder was not able to discover things in his ZoC.

    Bakunin 2: I had overseen a corridor on the center-line, which was used by Kusanagi to shoot my Hunzakut, then wrecking the repeater. Now the Riot-spitfire killed my MSR, but was not able to wreck the Fugazi, which had stunned the ML unopposed before.

    Druze 2: My losses were higher than Bakunins, so I had to remove things without high risks. So the almighty Fugazi took a run into the left building, splitting burst with his FP to two Riots and stunning both (well...). Now the Custodier was in ZoC, so my KHD tried to burn it while advancing to get LoF to Kusanagi maybe. All orders of group one were burned against the breakwater-programm of the Custodier. With 35% chancce of success for both sides, that was not unexpected. Now I had to take the risk of using Scarface to kill the suppressive fire Zero and after some orders, the Zero was down, Scarface retreated in suppressive fire and had a repaired wound by Cordelia.

    Bakunin 3: Kusanagi cut the edge towards my Fugazi with her Lt-order, so she fell out of the link and wrecked it. The link was reformed and advanced, without cautios. So my KHD got the Custodier in ZoC by some mm and fried his brain unopposed. The Healer revived Brando and cut Scarface into halves with her exp-CCW. Kusanagi tried to secure the street against my link insuppressive fire.

    Druze 3: Normally things were done here, if the Healer and Brando were not positioned that bad: Both had a place in their back, where my AHD-Brawler could get easily. So my AHD advanced, shot Brando first, then killing the Healer. With his SMG warm and tested, he crossed the street, entering the building whichs other entrance was guarded by Kusanagi. A shot of his SMG killed her easily. I thought about ending it here, since I should have a slightly lead in points here, but I thought about good odds with my HRL against grouped Riots. This time the 10% for the Riot were the way to go (68% for my for one wound, 50% for two!!), and my HRL went down.

    20200323_Vassal1ende.png

    In the end, Bakunin had 140 points surviving, I had 144 including my baggage, which lead us to a 4-4 draw. I have to admit, that it was only luck what brought me away from a clear loss. The hit of my MSR in the beginning, Scarface killing the Zero and the killing-spree of my AHD, not talking about my glorious Fugazi...The good rolls were not well distributed this time and the randomizer did a ridicilous job here. But also my defensive play worked well and forced my opponent to waste valuable orders, which lead his units in sub-optimal places and situations most of the time.
    With some more games done now, I totally love the hacking-game of Druze. The combination of Hunzakuts, a Druze KHD and the Brawler AHD, as well as Pathfinders and Fugazis available wherever you need them is gold and can force so many unexpected bad situations for each opponent. But I miss the EM-launcher here, since I can't place a thread by spotlighting enemies.

    Playing with Vassal was not as bad as we expected it. The discussion of terrain before was very important, but then the module worked well (besides broken dices for 2d20 and 3d20). So we will exploit this for the moment to get some games done, until measures were lowered and it will be wise again to meet up for normal games.

    Stay safe guys!
     
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  15. Capo.Paint

    Capo.Paint Well-Known Member

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    Challenged by @dhellfox s idea of two TAGs in Druze, I used todays Vassal-game to try my suggested list. The mission was quadrant control, the opponent Aleph vanilla and the map challenging. All in all: Every single thing bad for this list happened. But have a look at it by your own:

    Druze Bayram Security
    ──────────────────────────────────────────────────

    [​IMG]9 [​IMG]1
    ANACONDA HMG + Chain-colt, Panzerfaust / CCW. (2 | 68)
    [​IMG] OPERATOR Spitfire / Pistol, Knife. (- | 0)
    SCARFACE & CORDELIA TURNER . (1.5 | 78)
    [​IMG] SCARFACE 2 Mk12, Heavy Rocket Launcher / AP CCW. (1.5 | 61)
    [​IMG] SCARFACE Boarding Shotgun / Pistol, CCW. ()
    [​IMG] CORDELIA TURNER Combi Rifle, Chain-colt, D-Charges / Pistol, Knife. (0 | 17)
    NASMAT Electric Pulse. (0 | 3)
    NASMAT Electric Pulse. (0 | 3)
    BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
    BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
    BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27)
    DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
    HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)

    5.5 SWC | 299 Points

    Open in Infinity Army

    While the link should be the required toolbox to provide a better environment for the TAGs, Anaconda should open up the path for Scarface, who then strikes as hard as possible and dies. What is left, should be able to wrap up with Anaconda or the Druze SMR. Cordelia takes two Nasmats here to keep her big buddies alive a bit longer.

    ALEPH
    ──────────────────────────────────────────────────

    [​IMG]10 [​IMG]2
    DEVA (Multispectral Visor L2) Spitfire, Nanopulser / Pistol, Knife. (1 | 33)
    PROXY Mk.3 Spitfire, Nanopulser / Pistol, Knife. (2 | 21)
    PROXY Mk.2 Hacker (Assault Hacking Device) Boarding Shotgun, Nanopulser / Pistol, Knife. (0.5 | 21)
    PROXY Mk.1 Doctor (MediKit) Combi Rifle, Nanopulser / Pistol, Knife. (0 | 10)
    YUDBOT Electric Pulse. (0 | 3)
    AGÊMA Marksman (X Visor) Mk12 / Pistol, Knife. (0.5 | 29)
    THORAKITES Submachine gun, Light Rocket Launcher / Pistol, Knife. (1 | 15)
    THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12)
    THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12)
    AJAX 2 Combi Rifles, Nanopulser / AP Heavy Pistol, EXP CCW. (0 | 39)
    EUDOROS Lieutenant Mk12, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0 | 40)
    DART Submachine Gun, Viral Tactical Bow, E/M Grenades / Pistol, Shock CC Weapon, Knife. (0 | 34)
    MYRMIDON Spitfire, Nanopulser, Smoke Grenades / Pistol, AP CCW. (1 | 31)

    6 SWC | 300 Points

    Open in Infinity Army

    The only positive thing to say about this list is the weak smoke-support, but besides that there is only pain and mostly pain with visual modifiers on them and/or multiple wounds. Not very sophisticated, but if the hammer is big enough, everything becomes a nail.

    20200328_Vassal 2 startk.png

    After we tried a pre-set table the last time, we made an attempt on our own this time. The result is not that satisfying, but hey, we wanted to play. For the next time, we will use tables we created before with more time and thoughts about them. The limited terrain-set here is difficult to deal with, but there will be work-arounds after some games, I guess.

    I lost the Lt roll and chose the blue DZ as it seemed a bit better to defend with better places for my link. On the right side, my TAGs would be totally exposed.

    Ajax, the LRL Torakitei and the Deva took the upper part of the DZ, with Ajax and LRL on the flank. A TO-marker on the center line screened their path. Agema went in the center, backed up by the Myrmedon. Eudoros and the post-humans took the south, while the Torakites scattered around.

    With all the spitfires and ODDs available, I was sure that both TAGs would be dead in my first turn. Since there were less big guns in the north, Scarface and Anaconda hid there as good as possible, supported by a Nasmat and a Pathfinder to scare away the MK2 posthuman hacker. Cordelia crawled on the roof of the radar-station to get her out of the way, my link went in the south with MSR out to ARO.

    An additional camo-marker was placed near the center-line in the south, I placed my Hunzakut next to the TO-marker to provide additional support for my TAGs. Aleph-datatracker was Eudoros, I nominated the SMR-Druze, since she had the best chances to survive turn one.

    Aleph 1: The camo-marker approached my link and since I expected a minelayer (Dart or Naga), I delayed as much as possible. Dart appeared and started shooting on my MSR. After several saved ARM rolls for Dart, she finally killed my MSR and retreated a bit. Eurodos and the posthuman spitfire advanced with the posthuman advancing to the north to defend my TAGs. Dart, posthuman, Agema and Eudors entered suppressive fire.

    Druze 1: Both TAGs alive, that was on the positive side. But there were so many hard to kill targets and no tools were available, what was the negative side here. I wanted to weaken the Aleph-force as much as possible, so Scarface tried to get rid of the LRL-Torakitei, hoping to kill Ajax in the longer run, but failed at the LRL. I had to dedicate my punch more to the center, so Scarface switched positions after my Druze SMR took out the posthuman spitfire with some longer shots. The next target was Eudoros as Lt and datatracker with the Agema on the way. Scarface took out the Agema, but got Eudoros only in 25". First I forgot about the HRL, but remembered it in the second order. Retreating and hitting Eudoros, dealing one wound, my turn ended with not much damage done.

    And I had completly forgotten about the mission: 3-0 for Aleph.

    Aleph 2: The post-doc and his Yudbot advanced to back up Eudoros. The Myrmedon advanced and tried to set up some smoke to take out my Anaconda, but failed several times. His last try was successfull, but costed his life by crossing LoS to my Druze SMR. The Deva took hos place, but had no order left to wreck the Anaconda. Instead, she entered suppressive fire in my north quadrant.

    Druze 2: Scarface started and took out the Deva in two orders, then the Anaconda started and shot Eudoros down in two orders. Totally misjudging the distance to Dart, I tried to kill her with the Anaconda, resulting in a wrecked TAG after one suppressive fire-burst...Luckily the operator could score in extremis recovery on the posthuman spitfire next to him. My last option now was to kill Dart and get my SMR out of my DZ in the south - with only two and a half orders. My positioning was bad and Dart killed both Druze in the process.

    I had only one quadrant, so the score went up to 5-1 for Aleph and I called it here.

    Aleph is a bad match-up for Druze in most cases, since they are the opposite sides of equipment and failproofnes. But this time, my list maxed this drawback out even more. If I had the possibility of an alpha-strike, things may be different. But with that being my only real chance, that says everything about this list. Only due to bad dice and some bad decisions (Dart with EM-grenades instead of mines), I had a first turn. From my point of view, there is a second ARO-piece missing in this list and after you have lost both TAGs (what is the case quite early), there is nothing mobile to solve remaining problems. It felt like things were not working together in a way, they need to in this sector.

    What do I think is the problem here: That is easy to answer! It is the Anaconda. I don't know any worse unit in Infinity than this "TAG". The increase in costs due to tactial awareness was the last nail in this coffin. He takes away the space for all your synergizing tools and only adds a 2W HMG. 2W and 4/4 MOV is nothing TAG-like and while looking at other TAGs, I get none of the cool equipment of other TAGs in that price-category. It is too expensive for a better armed Hospitaller Knight.
    I won't say that terrain and match-up were factors here, too. And maybe you will play them different in a real game with an better overview about angles and units. So I will make at least one more game with this list, but I am not very optimistic about this idea in Druze. Scarface is okay as a one way solution, but there is no need or space for the Anaconda.
     
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  16. roobot

    roobot Well-Known Member

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    Another great write up! I tend to agree about the Anaconda! I love the model but hope that the rules get a bit of attention for N4! My dream would be full auto, make the operator a specialist AND maybe even a points reduction on top of that! ;-)
     
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  17. dhellfox

    dhellfox The keeper of the Forgotten

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    @Capo.Paint if you can redesign the TAG what would you adjust?
     
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  18. Capo.Paint

    Capo.Paint Well-Known Member

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    I would go with what @roobot suggested, but a 6-4 MOV would be more important for me than Full Auto. But after thinking about it a bit more and after looking at comparable units in other factions, it becomes hard to discuss. Aquila Guard, Swiss Guard or Krizas have comparable weapons and cost something around 60 points while having only two wounds and lacking the advantage of the evacuation system. Now we have to discuss the single costs of each point of BS, ARM and W/Str and some of the skills, what is not that easy for me and especially with Druze-background maybe not the exact way.
    What I want to say with this comparison: I feel the Anaconda somewhere around 58 points of value, but that is too less if you look at comparable HIs and take the extra-equipment of the Anaconda into account. In the end, I would give it 6-4 MOV and reduce the costs back to 64 points. Being greedy, I would wish for TA on the operator, since he is the added value of the TAG. Or remove the spitfire instead, since he can't use it in a proper way.
     
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  19. Magekiller

    Magekiller New Member

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    I looked over your list and I saw only one thing that was wrong with your list. It was with your nasmts, they belonged to Cordelia who is in a link team with Scarface.
    G: Servant, Coordinated Order and Fireteams
    A G: Servant trooper and its Doctor/Engineer cannot be part of a Coordinated Order nor be a member of any type of Fireteam, unless specified otherwise.
    http://infinitythewiki.com/en/Ghost_(G)#Ghost:_Servant
    So with that being said you have 7 points to left over.
     
  20. Capo.Paint

    Capo.Paint Well-Known Member

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    As written in the other thread before: No link, no problem. Sorry for being unclear about this in the report.

    Initially I wanted to give the double-TAG list a second try, but while I thought about the Anaconda a lot on Sunday, I dismissed that. After deductions, the Anaconda conumes much more of your potential, that it is able to add and reaches beyond my willigness.

    Yesterdays game was against ISS in supplies. Supplies is a mission, I am a little bit afraid of, since two fast specialists in turn one can loose you the game or make it quite hard to re-enter the game. To deal with this, I chose my older favourite list with two Hunzakuts and Saito Togan. Just to make things as easy as possible.

    Druze Bayram Security
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]7 [​IMG]1
    HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29)
    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 Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]6 [​IMG]1
    HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)
    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)
    BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
    KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8)

    6 SWC | 300 Points

    Open in Infinity Army

    The Hunzakuts were supposed to grab the supply-boxes, while Saito should fetch a lost one back if necessary. Everything else is mostly for distraction, orders and AROs. At least it was planned for this. The HMG was supposed as the big gun in back-up, if things get serious.

    Imperial Service
    ──────────────────────────────────────────────────

    [​IMG]10
    BÀO TROOP (X Visor, Multispectral Visor L2) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 27)
    BÀO TROOP (Multispectral Visor L2, Biometric Visor L2) Boarding Shotgun / Pistol, Knife. (0 | 23)
    BÀO TROOP (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 29)
    BÀO TROOP (Biometric Visor L2) Boarding Shotgun, Contender / Pistol, Knife. (0 | 22)
    PHEASANT IMPERIAL AGENT (Multispectral Visor L1, Marksmanship LX) MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 32)
    CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)
    CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)
    HSIEN MULTI Rifle, Nanopulser / Pistol, AP CCW. (0 | 57)
    HSIEN Lieutenant HMG, Nanopulser / Pistol, AP CCW. (2 | 61)
    KǍNRÈN Boarding Shotgun, Chain-colt / Pistol, Monofilament CC Weapon, Knife. (0 | 25)

    6 SWC | 302 Points

    Open in Infinity Army

    I suppose that this list was designed to counter-play our Bakunin/Aleph-player, so there was a link full of MSV2, backed up with two Hsiens. But since we draw our opponents by random in our group of four, he got me instead. In addition to this, he had misread the mission and forgot, that there are specialists needed to open the crates. Nevertheless, he wanted to try this. There must be an error in the list, maybe one Bao was equipped differently and what kind of Kanren or other Holo-unit was present is unknown to me until now.

    20200330_Supplies ISS.png

    I tried to pre-define a table in my free-time and that is the first result from this. Most of the things were played as high as S2 (all the crates, the lying truck,...) and buildings without roof with infinite height. The legs of the fallen down silos should be lower than S2, but that is hard to predict and leads to misunderstandings. For the future, this and the height of some crates should be played differently.

    I won the Lt-roll and decided to deploy second in the south, mostly because I feared to win the game in turn one, if my Hunzakuts would take the boxes somewhere in my DZ without any trouble (sounds quite arrogant, but was necessary, since it was the first game in a while for my opponent and the list was very bad for this mission).

    The link with all the Baos deployed on the left side with some pieces out to ARO (I guess there were a few LoFs unseen). Among them was a Celestial Guard with grenade launcher. While a second smoke-launcher Guard was acompanied by a Multirifle-Hsien on the far right, an other Hsien-Guard duo took the center.

    My link went into the central house with HRL and MSR out to ARO. Fugazis went on the flanks, all other REMs in the backline and the AHD on the right behind the building. One Hunzakut on each flank into a house, Saito as marker behind the central fallen silo (since we have no idea how to use hidden deployment in vassal).

    We both forgot to have a reserve.

    ISS 1: Against overclocked REMs, everything advanced. The link shuffled a bit into better positions and both Hsiens advanced near the center line. The HMG tried to engage my link behind the truck and after several orders, my MSR stunned him succesfully. That burned so many orders that the turn was over.

    Druze 1: Since there was too much trouble around the crates, I postponed the run for the boxes and switched to my back-up gun. The HMG started and shot two Baos and the left Celestial Guard in the progress to get LoF to the Hsien. I overlooked a LoF here, too, so my HRL got shot unopposed due to bad placement. My right Fugazi stunned the HMG-Hsien, before I forced him into total cover with my HMG. My right Hunzakut placed a repeater near the other Hsien to have better ARO-options.

    ISS 2: The Bao MSR failed to kill my MSR and the Agent was killed by him in ARO. Under smoke from the right Celestial Guard, the Hsien HMG tried to shoot down my link but was stopped by a critical stun-shot of my MSR.

    Druze 2: The left Hunzakut shot down the Bao MSR and grabbed the box. On the right, the other Hunzakut needed only one shot to slay the HMG-Hsien in his back-arc, but needed several tries to get down the Celestial Guard with his LSG. We called it here, since there was nothing more to do or to gain for him after this losses.

    I won 6-0 with a bad feeling, since a bad match-up was salted with crits and bad dice for my opponent. The Hsien getting stunned so often and then killed by a rifle...uff. We discussed, that some commitment to the Multi-Hsien in turn 1 would have been a lesser risk with better angles to attack. He would have been able to get my HRL first, then killing the MSR in good range with shock-ammo. The HMG set into suppressive fire in the midfield would have denied me the total access to the objectives and with my natural fear of HIs at the moment, the game would have been completly different.

    One thing I learned during the game is the use of flash-pulses in active turn. A Hsien is a much lesser thread, if it can't shoot back. Of course, the Fugazi was on a risk here, but a suprising Hunzakut could do it easily. Or a boosted Fugazi...There are so many options for this, what could be a work-around for the missing smoke. This will be tested in the future and is a nice hope for even better results.

    After that game and my experiences with this list, I would conclude to have a good archetype and recommendation for all new Druze-players to get in touch with this sector. There are many Druze-unique things available, nearly every tool accessable and something to play with and to further invest for every playstile. But that is mainly my feeling, so I would be interested in your thoughts about this?
     
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