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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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    To add some spice to the Covid-TTS-gaming, I gathered some more or less locals of our German comunity to test CBs campaign system. Since the Paradiso-campaign may take some time, we went with the Daedalus Fall-missions and altered the story a bit to fit our factions and the fact that there are not so many jump-gates to fight for. Rulewise we simply took the N3 rules and changed what was necessary to the N4 rulings.
    In total we were six players with partly switching sectorials and partly fixed choices: PanO, JSA, Bakunin, YuYing, ForCo and DBS. Of course I am the one with DBS. To keep the pairings managable and give some reason to the story, two teams were build: PanO hired JSA troops and got reinforcements from Bakunin, while YuYing high command paid not only the DBS but also the Foreign Company for this job.

    And here is the reason for the fight:

    While most of the international attention is drawn to the frontlines of Paradiso and Concilium Prima, the conflict of PanOceania and YuYing on Svalarheima is further escalating. Agents of the Imperial Service managed to reveal plannings of the Hexahedron to rebuild a former research-orbital into an additional beachhead and started to gather troops there. Before they manage to open a second front from that position, the Jade Throne initiated operation "Lung Tien", aiming to conquer the orbital or at least dropping it out of business. What the ISS did not know and the Hexahedron just discovered in the progress was the existence of an illegal Black Lab installed on that orbital. For that reason some Nomad squads joined the conflict, maybe with some different aims.

    And here is the first battle report:

    20210126_DF01Action.jpg


    While the panoceanian forces were preparing in the orbital, a gathered force of YuYing, Druze and ForCo-units launched a full scale attack on the weaker protected areas of the orbital to establish a solid beach head. Sector B was designated towards the DBS boarding team, aiming to place as many specialists in the orbital as possible. As soon as the hull broke, a guard of Samurai appeared to strike the attackers back.

    DF01
    ──────────────────────────────────────────────────

    GROUP 1 9 / 2
    HUNZAKUT (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)
    ANACONDA Heavy Machine Gun, Chain-colt, Panzerfaust / AP CC Weapon. (1.5 | 55)
    OPERATOR Spitfire / Pistol, CC Weapon. (0 | 0)
    BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
    BRAWLER (Infinity Spec-Ops) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 16)
    BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
    DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
    BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17)
    DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
    KAMEEL (Deactivator, Repeater) ( ) / PARA CC Weapon(-3). (0 | 8)
    SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 37)

    GROUP 22
    KAMEEL (Deactivator, Repeater) ( ) / PARA CC Weapon(-3). (0 | 8)
    CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
    FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    BASHI BAZOUK (Specialist Operative) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
    WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

    5.5 SWC | 300 Points
    Open in Infinity Army

    My aim here was to get better use of Saito as strong CC-unit but also as reliable scoring unit in this mission. The Anaconda should be the sacrificial beat-stick to then allow the KHD to deploy some pitchers and let the Clipper to the heavy lifting then by utilizing reactive spotlights. If there is a sweet hole in one flank, the Bashi Bazouk should be a good back-up.

    Boarding Action Squad Alpha
    ──────────────────────────────────────────────────

    GROUP 1 10 / 1 / 2
    KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CC Weapon, PARA CC Weapon(-3). (0 | 20)
    KEISOTSU Combi Rifle / Pistol, CC Weapon. (0 | 9)
    KEISOTSU (Infinity Spec-Ops) Combi Rifle / Pistol, CC Weapon. (0 | 10)
    KEISOTSU Missile Launcher / Pistol, CC Weapon. (1.5 | 14)
    DOMARU (Lieutenant [+1 Order]) Spitfire / Pistol, E/M CC Weapon. (1.5 | 37)
    DAIYŌKAI MULTI Marksman Rifle, Panzerfaust / Pistol, AP + DA CC Weapon. (0 | 48)
    OYAMA Chain Rifle, E/M Grenades / Breaker Pistol, E/M CC Weapon, DA CC Weapon. (0 | 29)
    DOMARU (Forward Observer) Combi Rifle, E/M Grenades, Flash Pulse / Pistol, E/M CC Weapon. (0 | 29)
    TANKŌ Blitzen, Light Shotgun / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 18)
    TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 27)

    GROUP 21
    WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)
    TOKUSETSU EISEI (Doctor) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14)
    YÁOZĂO PARA CC Weapon(-3). (0 | 3)
    TOKUSETSU KOHEI (Engineer, Deactivator) Combi Rifle, D-Charges ( | GizmoKit) / Pistol, CC Weapon. (0 | 14)
    YÁOZĂO PARA CC Weapon(-3). (0 | 3)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)

    5 SWC | 300 Points
    Open in Infinity Army

    The list was the pure summary of cheap HIs, forcing their way towards what their swords can cut into pieces. To avoid the immobilization by enemy hackers, an EVO is included. The backfield is held clear by a back-up Keisotsu-link. The new JSA flexibility allows some dirty link-tricks in the first half of the game, creating a strong ARO potential with the linked MLs. The linked Dayokai with NCO and two Lt-orders guarantee enough ressources.

    20210126_DF01.jpg

    To fit with the space-theme, we used one of Badlazzors maps for the first game. The outer area was changed to difficult zero-g-terrain instead of mointain terrain and low visibility.To spice things up, we decided to shoot through windows using real LoF. The inner area was quite obstructed with few longer firelanes, while the outer area had longer lanes crossing the table.In general sweet ARO-spots are scarce here and everybody is forced to move.

    I win the Lt roll and decide to go first, simply to do as much damage with the Anaconda as possible. I am given the south DZ.

    My core-team scatters around the AVP and the central rock formation, while group two hides on the far left. My Warcor has an eye on the narrow door to avoid some sneaking around my sniper.The Fugazi should act as a second defense on the right and a fast repeater on that side. To strike fast and strong, the Anaconda and the KHD start in the center, covered by an other rock formation.

    The Keisotsu-link covers the far right. The HIs group more and more towards the inner area on the left, where the Dajokai starts. EVO, Warcor and the support dudes hide in the left closed room.

    Saito starts hidden as advanced as possible in the center. A Tanko ML appears on the central right, overwatching the center around the base.

    DBS 1: Thanks to the difficult terrain, the Anaconda burns some orders to advance and take a wound from the Tanko ML. That gets my attack stuck, so I land a repeater with the KHD on the right and let the Hunzakut advance a bit. The Fugazi also places himself in the center of the right flank.

    JSA 1: Around Oyama a new core is build, which enters the base and rushes my left flank. Under first cyberattacks my Hunzakut is shot down, followed by my MSR Brawler. In the progress a Tanko gets isolated and Oyama gets stunned and isolated right before he can wreck the whole flank.The Domaru finishs of my Warcor in revenge.

    DBS 2: With the firewall still up, I can't utilize my hacking game properly, so the Bashi enters the field on the far left. The Engineer is dropped but the EVO makes his safe, dodging out of LoF and all orders for the Bashi are burned here. So the Anaconda needs to free the rest of my core-team. In a coordinated order I get the Dajokai targeted. A missile does the first wound, then the hacker finishs him with his SMG and wounds a Domaru. A triggered ARO by Oyama kills my Clipper.

    JSA 2: Even with limited orders, Oyama kills my Kameel, the Brawler hacker and immobilizes the Anaconda, but gets pasted by the panzerfaust. In the base the left Domaru takes down the Bashi, opening the path for the doc, reviving the engineer.

    DBS 3: Some specialists need to be placed in the center, so Saito sneaks his way into the central room. Everyone else advances where possible, while the Anaconda fails to reset.

    JSA 3: The japanese specialists group themself in the center, while the Keisotsus are shooting their way down on the right towards my HVT, kidnapping it.

    Since I am outnumbered with specialists, I loose this game 9-1.

    Not only on sector b the first attack failed, also the ForCo-team was beaten on its attempt. Luckily the YuYing main force could shoot a hole into the orbital and secure it long enough to deploy enough troops for a serious further attack. The JSA rescue teams on their side were unable to find enough pieces of Oyamas cube between the panzerfaust shrapnels, so that his resurrection needed to be delayed after the attack is beaten back
     
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  2. Hey Yella

    Hey Yella Active Member

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    I love the narrative for this campaign. Better luck with your next game.
     
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  3. Capo.Paint

    Capo.Paint Well-Known Member

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    The Hexahedron had not scraped with costs and effort to disguise not only the equipment, but also the available troops of the orbital. The available information only said that there would be any kind of resistance. Of course the ISS soldiers were assigned to the sector with the lowest estimated resistance, while DBS troops should shoot their way through the main entrance. The fresh and shady knotted contract with the Foreign Company also led them into a practical test. Now the interaction of a badly planned distribution of forces and insufficient intelligence-data almost put down the operation to an early ending. While the DBS-team was washed out of the blasted holes by an unexpected number of samurais, the ISS-troops suffered enormous losses against a Corregidor detachment, but managed to establish the beachhead. From the third sector only survailance data showed how the Foreign Company was terminated by knights of the Military Orders.

    20210205_DF02 Action.jpg

    To weaken the panoceanian defense systems and enable an increased disembarkmend, the next step of the operation was to shut down as many power generators and infiltrate the orbitals network through consoles in the generator-sections. The previous naval attacks lead to some malfunctions of the artificial gravitation in many sections.

    DF02
    ──────────────────────────────────────────────────

    GROUP 1 9 / 1
    SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 36)
    HUNZAKUT (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)
    DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
    BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
    BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
    BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17)
    BRAWLER (Infinity Spec-Ops) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 16)
    DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
    DRUZE Combi Rifle, Chain-colt, Grenade Launcher, E/M Grenade Launcher / Viral Pistol, CC Weapon. (1 | 28)
    WOLFGANG AMADEUS MULTI Rifle(+1B), Chain-colt / Heavy Pistol, DA CC Weapon, PARA CC Weapon(-6). (0 | 35)

    GROUP 21
    WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)
    FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
    SIERRA DRONBOT Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)

    6 SWC | 300 Points
    Open in Infinity Army

    For the second round I wanted to continue what I started in the first game: Use Saito more often to get a feeling for him and increase my hacking game. Since the mission is quite similar to Looting and Sabotaging, the general plan was to let Saito sneak to the AC2, wreck it and then threaten whatever there is. Wolfgang, together with the KHD, should be the back-up and cleaning team for the midfield.

    NCA reloaded
    ────────────────────────────────────────────────

    GROUP 1 10
    AUXILIA (Forward Observer) Combi Rifle, Flash Pulse ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 15)
    AUXBOT_1 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
    AUXILIA (Forward Observer) Combi Rifle, Flash Pulse ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 15)
    AUXBOT_1 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
    FUSILIER (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 10)
    FUSILIER Missile Launcher / Pistol, CC Weapon. (1.5 | 15)
    FUSILIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12)
    CSU (Specialist Operative) Breaker Combi Rifle, Nanopulser(+1B) / Pistol, PARA CC Weapon(-6). (0 | 15)
    CSU (Specialist Operative) Rifle, Light Shotgun / Pistol, PARA CC Weapon(-6). (0 | 11)
    FUSILIER (Infinity Spec-Ops) Combi Rifle / Pistol, CC Weapon. (0 | 11)
    SWISS GUARD Heavy Machine Gun / Pistol, AP CC Weapon. (1.5 | 62)
    HEXA (Hacker, Killer Hacking Device) Combi Rifle ( ) / Pistol, PARA CC Weapon(-3). (0 | 26)

    GROUP 24 / 1
    SWISS GUARD Missile Launcher, Light Shotgun / Pistol, AP CC Weapon. (1.5 | 63)
    BOLT (Chain of Command) Combi Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 28)
    FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

    4.5 SWC | 300 Points
    Open in Infinity Army

    If you have all the expensive equipment available, why not use it? Two Swiss Guards to wipe out whatever threatens the own AC2 and stands in the way towards the enemies generator, while a Hexa KHD hunts down hackers. Since all specialists get D-charges in this mission, the core-team is a liable acteur to do the needed damage in the late game.

    20210205_DF02.jpg

    The most important twist in this mission is the option to infiltrate one trooper in the 'risky area', a 4" zone in the back of the opponents DZ, on a simple WIP-roll. This trooper can not be the last model of each player. In the end that needs a lot of planning beforehand, since it opens space for some mindgames.While both DZs are elevated to some extend, a major structure blocked the center and the north left is blocked by another one. Some floating platforms allow zero-g-troopers to jump easily on the high ground.

    I win the Lt-roll and decide to go second - maybe something appears and can be shot in my turn. NCA deploys first in the north.

    The core-team is scattered on the left flank, partly overwatching the center of the DZ, which is protected by an Auxilia. Something passes his WIP-roll and is deployed hidden in my risky area. On the right an other Auxilia and the Bolt CoC overwatch their back, while some Fugazis try to have a look on the center. In the far right corner a TO marker appears.

    My core team is scattered on the right with the LGL as a filler on the tower more centered. My Warcor and the Fugazi overwatch the left flank. The Hunzakut starts in front of them, a duo of Wolfgang and the KHD also on that side. Saito starts in hidden deployment on the central structure. In the back of the NCA lines my Sierra starts, centered in the risky area.

    Nothing visible is placed on NCA-side, but I enroll my Clipper on the right, next to Wolfgang.

    NCA 1: The Swiss ML appears behind my Sierra and knocks it out with his shotgun. Now the Hexa KHD appears in my DZ but needs far too many attempts to take down my KHD, so that not much more happens.

    DBS 1: With some smoke and careful placement, Saito reaches the field generator and manages to do three wounds on it, leaving it damaged. Group two lets the Fugazi pin the Hexa in its repeater-area, while the Warcor advances in a better position.

    NCA 2: Saito is shot easily by the Swiss ML, which advances further on the left. Ignoring the counter-hacking, the Hexa shoots down my Druze HD but gets immobilized by the Brawler in return. Since these options now are stopped, the TO marker (Swiss HMG) downs my MSR Brawler so that the right Auxilia can activate the right console and inflict three wounds on my field generator. At least it gets spotlighted on the way.

    DBS 2: With the last order, the Auxbot is placed quite annoying among my units, so that the Brawler has to shoot it first, before the Clipper can missile the Auxbot. The Hunzakut sacrifices himself by putting a repeater next to the Swiss ML and activating the left console. With some hacking and some missiles, one wound is done on the ML. Wolfgang finally gets rid of the Hexa, ripping it apart in CC.

    NCA 3: The Fusilier/CSU-core as the only left D-charge carrier starts moving, dropping my Warcor and the Fugazi and blowing up my generator.

    DBS 3: Wolfgang won't reach the generator with the remaining orders, but my spec op at least could do my classified and maybe flip the right console. To reduce the potential AROs, the LGL lands a grenade among the CSUs, but only drops one of them. A critical dodge let the spec op cross most of them, but the remaining AROs are enough to drop him on its way without scoring anything.

    The game ends with a 7-3 for NCA. Even with the systems of the orbital seriosly damaged, the position could not be secured well enough for the next phase of the operation. With the serious losses among the DBS-units, Saitos cube could not be secured and is lost to the NCA-troops.
     
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  4. Capo.Paint

    Capo.Paint Well-Known Member

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    This was a double-post...
     
  5. Hey Yella

    Hey Yella Active Member

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    On no, poor Saito!
     
  6. Capo.Paint

    Capo.Paint Well-Known Member

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    While at least a small beachhead could be established on the orbital by Yu Ying-troops, the next target was to destabilize internal and external defensive capabilities. Coupled with severe losses, most of the field generators could be destroyed. Again the Yu Ying contingent, this time driven by the energy of revenge, carried most of the success, whiping out most of the JSA-troops sent to defend the generator-bay of the orbital. On the other side of that area the Foreign Comany conceded to a Bakunin force with unclear recordings of that shootout.
    If the operation shall gain new momentum and not get stuck before at least basic functionalities of the orbital are disabled, a serious shutdown of internal and external communication and weakening of defensive strength is needed now. With inreased remote-support, Druze security teams now are sent towrds the main server-farm, defended by Bakunin-infowar specialists.

    20210220_DF03 action.jpg

    The mission this time had two consoles on the center line and one antenna in the center of the table. Objectives are to control consoles, activate the antenna and kill more army points and specialists. To make things a bit wicked, each player has two small deployment boxes on the north and south edge, so that each player deploys on both sides of the table and the game evolves from left to right and vice versa. Also the deployment of infiltrators is limited to the edges of that boxes.

    REMtasy Rebirth 1
    ──────────────────────────────────────────────────

    GROUP 1 10
    DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
    DRUZE (Lieutenant) Combi Rifle, Chain-colt / Viral Pistol, CC Weapon. (0 | 24)
    VALERYA GROMOZ (Hacker) Combi Rifle, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 21)
    BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
    BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12)
    BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 23)
    DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
    DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
    PATHFINDER DRONBOT Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15)
    FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)

    GROUP 24 / 1
    CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
    PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 20)
    AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
    KAMEEL (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    KAMEEL (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    HUNZAKUT (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)

    6 SWC | 299 Points
    Open in Infinity Army

    Instead of writing a list designed to the mission, I was curious to recreate my N3 REMtasy-list, which turned out quite flexible. The defensive hacking-core should provide some long-range ARO and do the work of long-shot pitchers and ARO-hacking, while the KHDs can set up additional pitchers and strike out opposed hackers and free the path for the Bulleteer. They also provide me two more marker-troops to rush places in turn two and three. While heavy lifting is done by a boosted Bulleteer, the Pathfinder could be a solid back-up in the lategame. Hunzakut and Peacemaker to deliver surgical and early pitchers, the Clipper to either be a real thread or force the opponent into psychological pain by avoiding him. Why the second Kameel? If I need to rush my Bulleteer into an uncleared midfield, I want him to have an active firewall.

    DF03
    ──────────────────────────────────────────────────

    GROUP 1 7 / 1 / 1
    VOSTOK FTO (Mimetism [-6]) Mk12(+1 Dam) / PARA CC Weapon(-3). (0 | 44)
    CLOCKMAKER Combi Rifle, D-Charges ( | GizmoKit [+1B]) / Pistol, CC Weapon. (0 | 18)
    MODERATOR (Infinity Spec-Ops) (Hacking Device(Hacker), Minelayer(Shock Mines), Doctor) Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 10)
    MODERATOR Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)
    MODERATOR (Lieutenant) Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)
    CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CC Weapon, Pistol. (0 | 20)
    3X PUPNIK DA CC Weapon. (0 | 3)
    ZERO (Hacker, Killer Hacking Device) Combi Rifle, Shock Mines ( ) / Pistol, CC Weapon. (0 | 22)
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)

    GROUP 27
    SIN-EATER Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 32)
    KUSANAGI Spitfire / Pistol, Shock CC Weapon. (1.5 | 42)
    REVEREND HEALER Boarding Shotgun / Pistol, EXP CC Weapon. (0 | 33)
    REVEREND CUSTODIER (Hacker, Hacking Device Plus) Boarding Shotgun ( ) / Pistol, CC Weapon. (0.5 | 30)
    SALYUT (Deactivator, Repeater) ( ) / PARA CC Weapon(-3). (0 | 8)
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    SALYUT (Deactivator, Repeater) ( ) / PARA CC Weapon(-3). (0 | 8)

    3.5 SWC | 299 Points
    Open in Infinity Army

    On the Bakunin-side a Vostok-core including a battle-hardened spec-op could bruteforce his qay through whatever there is left by the Überfallkommando. They are protected by a Zero KHD and the group two Reverend-link. Kusanagi to shoot things, the Custodier to hack things and the Healer to keep them alive.

    20210220_DF03.jpg

    The picture this times shows the centerline vertically, so that player a deploys in the south corners, player b in the north corners. Each side has a more obstructed box and a more open one. The long lane from north east to south west is obstructed by some walls and containers, but is also weakened by the missions special rule that each shot over 32" fails automatically.

    I win the Lt-roll and decide to deploy second in the south, while my opponent chooses the second turn.

    His Vostok-team takes the north-east box with better protection and available roofs, screened by a camo-marker. The Reverends together with the Überfallkommando start in the east box with Kusanagi standing directly next to the Chimera, a bit more advanced.

    The core-team scatters around the building in the east with hackers and EVOs on the rooftop and the ABH as well as the sniper on the ground to add some flexibility. They are joined by the Clipper, just in case. Everything else hides in the west, only the Fugazi having a look on the midfield.

    A Sin-Eater protects Kusanagi on the east, while my Peacemaker also gets on that side to deliver the repeater and some stress for the nuns, if I can't handle them properly.

    DBS 1: I lose two orders from group one, but land a repeater in front of Kusanagi with ease. The spotlight succeeds, but it takes four missiles to blast her away. In the progress, the Chimera manages to dodge out of blast-range. Out of orders, I shoot a pitcher in the left midfield and cybermask the KHDs coordinated. The Pathfinder takes a first run towards the centerline to be prepared for later action.

    Bakunin 1: The Überfallkommando takes care of my repeater on the east and get the Chimera spotlighted. Meanwhile the Vostok takes the roof of the bigges building on the west, dropping my Fugazi and that pitcher, but failing to down my Hunzakut there. The pitchers of the nuns break while landing.

    DBS 2: The next missiles drops the Chimera unconscious. Now the infowar intensifies with one of my KHDs dropping the HD+ using the Pathfinders repeater. On the way to shoot a pitcher next to the Vostok, the Healer dodges in LoF, but fails to wound the KHD. A pitcher is landed. With some orders left but no idea how to wreck the Vostok properly, the MSR climbs the building and wrecks the Sin-Eater, a Flashbot on that side and the Reverend Healer.

    Bakunin 2: Finally the experience of the last missions pays off, as the spec op breaks free from the link, rushing into the midfield and reviving the HD+ as well as the Chimera. Also he plants a mine next to the central antenna. The Clockmaker starts his run towards the north console.

    DBS 3: It is time for the Pathfinder to shine. Within repeater-range, the KHD again drops the HD+ and the Pathfinder manages to shoot the spec op, but the mine is enough to disable him. With activated cybermask, the KHD sneaks into the center, but fails to activate the antenna and gets shot by the Vostok. Gromoz grabs my own console and the Chimera dodges two missiles.

    Bakunin 3: While the Clockmaker securs the north console, the Chimera smokes up the antenna, which is activated by the Zero KHD in the third attempt. This also secures my HVT, which stands nearby.

    Since I could not hold the center good enough, I lose 5-6 in a quite tight game. High command this time promotes myself, while Kusanagi and the spec op can be recovered. Again, the main objectives could be achieved, but only with high costs, risking the further prolonging of the operation.
     
  7. Sigeric

    Sigeric Irregular WB

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    I had just a couple of matches with Druze, but so far I got the following:

    - Only one hacker is not enough to consistently get spotlight on ARO. I'll try to fit a Brawler hacker in future lists together with the Valerya/Druze hacker.

    - Hunzakuts performed admiradbly. Marker state, templates, mines, repeaters... those guys have a tool for (nearly) every occasion. They all died, such is their fate, but they created some lovely ARO puzzles between repeaters, mines and shotgun shells. I'll field them more often.

    - Likewise, Bashis have done good for me. I used them to clear mines and die for the greater good. I'll try them again and see if they perform consistently.

    - I can deal with three irregular orders, specially when two of them are doing work, but I think that 4 could be a stretch.

    Now I'm tinkering with a double TAG list, and this has some SWC issues. Scarface and Annie eat 3 points, so I can either have the Clipper or the sniper Brawler... what would you choose?
     
  8. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    Doesn't Chimera have structures instead of Wounds? I thought doctors cannot revive her.
     
  9. Hey Yella

    Hey Yella Active Member

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    Druze seem to be closing in on a victory soon. I can feel it!
     
  10. Capo.Paint

    Capo.Paint Well-Known Member

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    First I would choose only one TAG, since two eat to many SWC and orders. But that may be only my issue. The MSV Brawler is far too good to not take him as anchor of your defense, while the Clipper may be cheap but without hacking support is nearly useless.

    Ha...You are right! Filthy Nomads...

    Unfortunately, a Bolt MSR ruined the last game for me while Wolfgang did a good job but can't redo all the damage done earlier, so that we got defended while the Nomads could extract most of their experimental results.

    Buuut: There are some games done recently and for the moment I can report some wins with DBS! So stay tuned, I will probably have some time to write the reports in the next week.
     
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  11. Capo.Paint

    Capo.Paint Well-Known Member

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    20210314_CommonerAction.jpg

    The new Military Orders lead to a second PanO-spring for Commoner1, so we had to schedule a first test-game for him. While I should test O-12 a bit more to do better in the IGIL, the recently good performance of my REMtasy-lists for DBS lit a new flame of motivation. Suddenly DBS can build better lists for everything as it seems...But at least we could practice the map for the next IGIL-mission: Quadrant Control.

    REMtasy Rebirth 1
    ──────────────────────────────────────────────────

    GROUP 1 10
    DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
    DRUZE (Lieutenant) Combi Rifle, Chain-colt / Viral Pistol, CC Weapon. (0 | 24)
    VALERYA GROMOZ (Hacker) Combi Rifle, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 21)
    BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
    BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12)
    BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 23)
    DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
    DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
    PATHFINDER DRONBOT Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15)
    FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)

    GROUP 24 / 1
    CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
    PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 20)
    AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
    KAMEEL (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    KAMEEL (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    HUNZAKUT (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)

    6 SWC | 299 Points
    Open in Infinity Army


    In general this list provides enough flexibility to work for many missions, so no changes were done for Quadrant Control. With the Hunzakut and the Peacemaker I can start in two zones and already start my repeater-network. This should be used to clear the zones turn per turn with spotlights and guided missiles, while the KHDs can advance cybermasked and conquer the far zones. MO has no good MSV-coverage, so the Bulleteer should be able to clear number 1. threads. The second EVO allows some fairy dust for the advancing units or even to boost the Pathfinder or Fugazis if needed.


    ──────────────────────────────────────────────────

    GROUP 1 10
    ESCORT SERGEANT (Hacker, Hacking Device) Combi Rifle ( ) / Pistol, CC Weapon. (0.5 | 22)
    AUXBOT Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
    KNIGHT OF THE HOLY SEPULCHRE (NCO) AP Heavy Machine Gun / Heavy Pistol, Shock CC Weapon. (1 | 56)
    DART Submachine Gun, Tactical Bow, Shock Mines / Pistol, Shock CC Weapon. (0 | 34)
    CROSIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 13)
    CROSIER Combi Rifle / Pistol, CC Weapon. (0 | 11)
    KNIGHT COMMANDER (Lieutenant [+1 Order]) Combi Rifle, Light Shotgun / Pistol, Shock CC Weapon. (0 | 28)
    CROSIER Combi Rifle / Pistol, CC Weapon. (0 | 11)
    CROSIER MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 18)
    MULEBOT (Deactivator, Repeater) ( ) / PARA CC Weapon(-3). (0 | 8)
    FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)

    GROUP 25
    TEUTONIC KNIGHT (Specialist Operative) Submachine Gun, Panzerfaust / Pistol, DA CC Weapon. (0 | 21)
    TRINITARIAN (Minelayer, Forward Observer) Boarding Shotgun, D-Charges, Flash Pulse, Shock Mines / Pistol, CC Weapon. (1 | 28)
    TEUTONIC KNIGHT Light Shotgun, Panzerfaust ( | TinBot: Firewall [-3]) / Pistol, DA CC Weapon. (0 | 20)
    MULEBOT (Deactivator, Repeater) ( ) / PARA CC Weapon(-3). (0 | 8)
    ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, CC Weapon. (1.5 | 15)

    5.5 SWC | 300 Points
    Open in Infinity Army

    Most of the new tools MO got suit well together, so they made a first appearance in this list. The KotHS can clear the midfield and eleminate major threads on his own, while the Crossy-link provides orders and cover for him. The other flank is taken by the Teuton-haris, which delivers sturdy points into the advanced quadrants. As back-up and roadblocks for going second, Dart and a minelayer Trinitarian wait in the own quadrants for exposed attack-pieces like Bulleteers.

    20210314_CommonerQC.jpg

    The map was already used in our Daedalus Fall campaign and seemed to be an interesting one for Quadrant Control. It took some more games to make clear, that three high buildings with accessable roofs are not ideal for such a mission, but well, there are always points to improve.While the central firelane can be seen from both DZs, you have two and a half quite safe passages on the edges to challenge the center. Crushing the south DZ on the right can offer you some serious advantage, if the left building isn't suited well.

    Commoner1 wins the LT-roll and takes the second turn, so I deploy second in the south.

    The Teuton-haris is deployed on the left with the Mulebots behind and one camo-marker in front of them. Only the Escprt Sergeant is positioned in the center of the DZ, while the core-team scatters around the right buildings. The MSR-Crossy overwatches the center here. One camo-marker lies in front of them.

    My core-team takes the left building with the hackers and the MSR on the roof. They are joined by the Clipper and one EVO. Also on that side my Pathfinder, one KHD and the Hunzakut are deployed. To catch the right camo-marker, the Peacemaker starts on the right, as well as the Fugazi, the second EVO and the second KHD.

    Three KotHSs appear in the center and I send my Bulleteer against it on the central right, ready to crush the MSR and go further.

    DBS 1: With assisted fire up the Bulleteer takes out the MSR-Crossy, while the Fugazi and Mulebot make their saves and retreat into total cover. In that movement the Trinitarian appears next to him with a mine. I skip a further push and advance the Hunzakut and the left KHD. The Hunzakut puts down a mine and a repeater, then recamoes. After the Peacemaker gets enhances reaction, the KHDs enter cybermask coordinated.

    MO 1: On the left the Teutons rush into my quadrant, taking out the repeater and avoiding all hacking-attempts. The Escort Sergeant tries to burn my Bulleteer, which successfully dodges the flamer and the mine. After that, I target the right Holo and sneak a wound on the KotHS, then dies. Around the next corner a crit from my MSR drops the knight. Now the Crossy-paramedic takes some practice by killing his MSR-buddy and advances towards the downed knight. There he does a better job.

    With only one quadrant held on my side, Commoner1 takes the lead.

    DBS 2: Some knights need to go. Utilizing the Pathfinders repeater, I fail three times to spotlight someone of the Teuton-haris. Again some orders are needed until the Hunzakut is able to take out the KotHS again. To gain some ground, the Pathfinder clears the paramedic and retreats, followed by some repositioning of my core-link.

    MO 2: The HRL-Sergeant on the right climbs the roof to get shot by my KHD directly. After the Trinitarian has placed a mine in the central alley and failed to wound the Pathfinder, Dart finishs the job. Thanks to one wound inflicted by the Hunzakuts mine, the Hunzakut trades himself with the Huntress.

    Since my Druze are a bit more costly than the Teutons, we tie on quadrants this turn.

    DBS 3: My KHDs advance coordinated and place pitchers next to the Teutons and a strange looking Crossy on the right. That Crossy turns out to be the Commander and a guided missile finishs him on his roof. Since both KHDs are quite exposed, they enter cybermask again. During that, the Druze hacker shoots down the Trinitarian.

    MO 3: In LoL not much can be done but since only one quadrant needs to be contested, it is enough to push the Escort Sergeant and the Fugazi into the far right one, so that we tie again.

    Commoner1 wins 4-2 here. I probably should have pushed the Bulleteer a bit further in turn one to clear out some more orders. One move further and the whole Teuton-link would have been exposed, but the hacker and his Auxbot scared me away from this. Pushing the Pathfinder in turn one may be a good idea, too. Two camo-markers in MO hint Dart and a minelayer, since everyone else has TO, but both are dangerous to guess wrong. Here the Pathfiner would have been a nice solution. Nevertheless, he did a great job midgame and satisfies me more and more. Besides the problem of active spotlighting, the plan worked out fine, utilizing the Clipper only as a further option instead of plan a.
    The new MO on the other side turn out quite solid. Personally I am not a fan of the KotHS and the Teuton-haris. Of course, they are great and add tons of tools, but the KotHS still has only two wounds and gathers some eggs in only one basket, what showed as a downside this game. The Teutons on the other hand seem to be a great warband now, so gluing them into a link won't be the most efficient way. If you take the NCO spitfire, the SO with tinbot and add a sergeant to the link, that may be different.

    To conclude: MO seems to be even more fun now but not as a flexible medium-infantery sectorial as I wished and hoped for and DBS shows to be more and more solid. I can't argue enough for two KHDs. It seems to be a complete overkill, but their marker state let them get into good places, where the general DBS-equipment can finally shine. In addition to this, they are the pitcher-option for more difficult positions and impose a serious psychological thread to the opponent.
     
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  12. Capo.Paint

    Capo.Paint Well-Known Member

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    Even if it went very quite here, I have not quit playing Infinity. Nevertheless, we joined some other systems (Dystopian Wars, Dropfleet Commander, Zona Alfa and even some W40k) and get back to some more relaxed Infinity. So there was not that much to report over the past 365 days.
    But since I am back to some more competitive play and also back to DBS and QK, there again is something to report and share - And of course I need some training for this years online-campaign!

    IMG_20220625_145011_HDR_copy_1856x1389.jpg

    For this game, I left my local meta and joined the community of Bremen, now that travelling by train is temporarely cheap as hell. The mission was Acquisition and I knew he is playing CA, so I was planning for Avatar, Sphinx, Taighas and Speculos. First I planned on playing QK, but the available tools to face the given challenges did not convinced me, so I switched to something different.

    Druze Bremen
    ──────────────────────────────────────────────────

    GROUP 1 3 / 1 / 1
    YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8)
    SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 37)
    FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    KAMEEL (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)

    GROUP 22
    BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12)
    PEACEMAKER Spitfire / PARA CC Weapon(-3). (1 | 26)
    AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
    SCARFACE Loadout Gamma & CORDELIA TURNER undefined / undefined. (1.5 | 81)
    SCARFACE Loadout Gamma AP Spitfire(+1B), Panzerfaust / DA CC Weapon. (1.5 | 64)
    SCARFACE Boarding Shotgun, Grenades / Pistol, Shock CC Weapon. (- | 0)
    CORDELIA TURNER Combi Rifle, Chain-colt, D-Charges / Pistol, CC Weapon. (0 | 17)
    FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14)
    DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14)
    BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
    DRUZE (Lieutenant) Combi Rifle, Chain-colt / Viral Pistol, CC Weapon. (0 | 24)
    DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)

    4.5 SWC | 300 Points
    Open in Infinity Army

    I did not follow all the changes to DBS in the past , to be honest, but with some toying around with Beasthunters in QK, I fianlly got into the TAG-Raid profiles and the changes they brought to DBS. Diggers are all we wished for and Yuan Yuans are now a thing here, which is a great buff, too.
    Full defensive core-teams are not really a thing at the moment, as I believe, but in this match-up, the Brawler MSR is one of my only tools to engage the Avatar or Sphinx. The fillers are just some ressources and anti-hacking put somewhere safe, protected by the Diggers. Scarface should do the heavy work by just throwing around some dice and hopefully stick around long enough. To have something like a roadblock, I included the Peacemaker. Hoping for some reduced capacity on the order pool, the Yuan Yuan should be the tool to take out cheerleaders, while Saito Togan should pop up at the objective in turn three, or should shredd something valuable crossing is hideout.

    ──────────────────────────────────────────────────

    GROUP 1 / 5 / 5
    GAKI AP CC Weapon. (0 | 4)
    GAKI AP CC Weapon. (0 | 4)
    GAKI AP CC Weapon. (0 | 4)
    GAKI AP CC Weapon. (0 | 4)
    GAKI AP CC Weapon. (0 | 4)

    GROUP 21
    ÍMETRON . (0 | 4)
    ÍMETRON . (0 | 4)
    SHROUDED (Minelayer) Combi Rifle, Shock Mines / Pistol, CC Weapon. (0.5 | 23)
    Q-DRONE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    CALIBAN (Engineer, Deactivator) Submachine Gun, Pulzar, D-Charges ( | GizmoKit) / Pistol, CC Weapon. (0 | 28)
    Bit (Hacker], Killer Hacking Device [UPGRADE: Oblivion]) Submachine Gun, Pitcher ( | Deployable Repeater]) / Pistol, CC Weapon. (0.5 | 21)
    KISS! Adhesive Launcher, Pitcher(+1B) ( | Deployable Repeater) / PARA CC Weapon(-3). (0 | 6)
    ZABUK Submachine Gun, Adhesive Launcher(+1B), Flash Pulse / Heavy Pistol, PARA CC Weapon(-9). (0 | 15)
    AVATAR (Lieutenant [+1 Order, +1 Command Token]) MULTI Heavy Machine Gun, Sepsitor Plus / DA CC Weapon. (2.5 | 118)
    STALDRON Flash Pulse / CC Weapon. (0 | 0)
    SHROUDED (Hacker, Hacking Device) Combi Rifle, Shock Mines ( ) / Pistol, CC Weapon. (0.5 | 27)

    5 SWC | 299 Points
    Open in Infinity Army

    My opponent is a big fan of Ghakis, so they in addition to the Avatar - to distract from the Ghakis as the real thread - are the main thing of the list. Everything else besides the Q-drone are cheap and useful units to score points or backing up the Avatar, once the Ghakis are gone. On the one hand I was happy to finally face an Avatar, since he is really scarce in my meta, on the other hand, how happy can you be to face such thing?

    IMG_20220625_123703_HDR_copy_1856x1389.jpg

    We played from left to right. The map is defined by a higher, but very usable central formation and one bigger elevated platform in each DZ. I am not that used to suchcomplex scenery, where some odd firelanes can appear, but using different height-levels of a map is also out of my comfort-zone, so it was a nice challenge. There was one defining firelane in the north to the right DZ, while the south part was more difficult to oversee, but has the better ARO-spots for both sides.

    I lost the Lt-roll and my opponent decided to go first. A little relief for me regarding the mission, but a clear sign that I would have to deploy properly to have something alive for my own turn. The right side seemed to be better to defend and with easier access to the antennas, so I deployed there second.

    The Ghakis are scattered over the whole zone, ready to engange. The right side sees the Daturazi, Bit & Kiss are deployed in the center, while the Zabuk sits in the left corner, accompanied by one Imetron. The second one falls a bit off, but hidden behind some stones. Four camo-markers secure the center-line.
    To get Scarface out of LoF, he needs to be deployed on my left flank behind the stones with the core-team on top of them. To not clump everything behind the rocks on the plateu, they are spread a bit on and behind the bridge. One Fugazi on the left, one on the right side. Behind the shallow building on the right, the EVO Kameel and the ABH wait for their time to shine. The ABH gets a panzerfaust, the Diggers an ODD and an ADHL. Saito starts next to the right antenna, since I expect the Avatar to come that way.
    A Q-drone joins on the left, vice versa to my Brawler MSR and the Avatar takes the estimated place on the right. My Peacemaker is deployed on the far right, too.

    CA 1: Slightly useless, but from here I need to hope - I take two orders away from the Avatars group. The Ghakis approach, the left one gets stunned and on the right one dies to the Peacemaker. The remaining ones wreck the Peacemaker, then it is time for the Avatar. First the Fugazi is shot, then it becomes clear that my deployment sucked, as the TAG gets LoF to the KHD, the Digger AND my Lt. Only the Digger survives what comes next, but the link is broken and I will start in LoL. Unfortunately, my opponent decides to switch to the center, not crossing Saitos path, to shoot down the Brawler. On the central structure, he enters suppressive fire.

    DBS 1: With strict calculated command tokens, there is not that much to do for me here. The Yuan Yuan waits for the controlled jump, drops next to the Zabuk and Imetron and destroys the Imetron with his fancy light flamethrower while the Zabuk dodges. On my right flank, the ABH fails to do any damage on the Ghakis, so Cordelia and Scarface change positions for a better defense, then enter suppressive fire. A grenade thrown by the left Digger fails to get rid of the left Ghaki.

    CA 2: On the right, a Caliban approaches and activates the antenna. The same is done by Bit & Kiss on the left, but also some repeaters are thrown in front of Scarface without further consequences, after the Ghaki there jumped into death. Meanwhile the Ghakis first eat the ABH, then berserk the EVO to death, which in return tasers both of them.

    DBS 2: The only option available now is to keep enough ressources alive for the third turn, on which I plan to steal one antenna, clear it and take the tech-coffin. So Cordelia tries to minimize the coming risk for Scarface, but takes too many attempts to clear out all repeaters. With the remaining orders, Scarface can land to wounds on the Avatar. It decides to stay in suppressive fire, but I manage to engage it in 25".

    CA 3: A Shrouded minelayer places some mines next to the Avatar, while the remaining Ghakis tear apart one of my diggers. The Daturazi secures the tech coffin, while the Caliban in camo-state sits next to the right antenna, Bit on the left.

    DBS 3: The way the orders are distributed now won't allow me to clear the right antenna and control the coffin. Also the classified (follow up) does not fit into the current agenda. Saito is switched to the main-group and starts gambling with the antenna and the Caliban. I get a free chance to activate it, fail and then have to deal with both things in the last order. The decision is to activate the antenna and risking a free kill, which is what I get. While I would have been able to get 3 OP in total, killing the Caliban in CC would have gained me 1 and 2 for my opponent. With this case, I took 2 OP away from my opponent, potentially 3 if Saito would have survived.

    The game ends with a 6-2 for CA. Even without my silly deployment, it would have taken only few orders more for my opponent to gun my down completely. An active use of the Avatar in the following turns would have put the last nails into the coffin. But even without that, the CC-abilities of the Ghakis combined with my thinned (and weak from the beginning) defense were enough to keep me away from threatening the scenario. In that way, the original plan of my opponent, distracting myself with the Avatar while the Ghakis do the job, turned out to be solid.
    After this game, I probably will build the list differently and pay more attention to the midfield, also by including one or two more irregular troops. Also it would be a good idea to read the opposing profiles carefully. I thought the Avatar to have at least a nanopulsar or any kind of DTW of major importance, but that is not directly the case. So dropping the Yuan Yuan next to him and make him blind would have been an option. In general the changes to DBS added all the solutions to those kind of difficult situations, but they need to be figured out properly, which will be an interesting task for the future.
     
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  13. AmPm

    AmPm Well-Known Member

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    Great to see you back at the BatReps!
     
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