Over the Australia Day weekend at the end of January the Australian Satellite tournament is held at Cancon. This year I'm going up with Druze with the aim of having lots of fun using one of the more rarely seen NA2 factions. I have a decent mix of them painted up nicely for the event. The mission line up is: Round 1: UNMASKING Round 2: B-PONG Round 3: COUNTERMEASURES Round 4: ARMOURY Round 5: LAST LAUNCH Which I've roughly grouped into Unmasking/Countermeasures needing a broad range of faster specialists and B-Pong/Armoury/Last Launch which need more aggressive take and hold pieces. I did my initial list submission to the Loss of Lieutenant podcast for a list pimping and have had a few subsequent practice games. You can listen to it here: https://lossoflieutenant.podbean.com/ For my first list the Druze KHD, Brawler LT/Doc/MSV2MSR & TaoWu provide a pure core link firebase that can smoke/shoot and put down pitchers with linked X-visor placement. TaoWu holomasks as something juicy to bait out an alpha CC piece or provide a CC counterattack piece. Denma, Brawler HD & Clipper are a quirky back line haris link to spotlight/missile (yes, spotlight on a brawler is WIP12 so will be order intensive and best left to ARO) and provide deployment zone smoke. Fiddler & the Peacemaker are the attack pieces with the peacemaker able to bubble wrap the link if I go second. Peacemaker also provides a portable repeater should spotlight be needed. Group 2 is largely disposable pieces. Armand as a hard ARO to cover a lane and ask a hard question of opponents. Yuan Yuan can be a disposable attack piece if going first or a smoke bait ARO for the sniper if second. The Hunzakut is a back up specialist and source of targeting if needed. Kameel to provide the EVO bonus and support the Peacemaker (or the clipper as a back-up linked sniper) with marksmanship. With baggage it can also reload the Druze's pitchers. The list can do unmasking relying on Fiddler or the Hunzakut to press buttons and then dropping/parachuting the Yuan Yuan and using spotlight/missile to take out HVTs. I'm hoping the exclusion zones, ARO pieces and mix of disposable templates will make it difficult to alpha the list off the table or pick out the LT if I'm forced to go second. Ideally I'd love to get a nasmat for Fiddler but I can't make the points work. Gotta find it ────────────────────────────────────────────────── GROUP 1 10 1 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28) BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27) BRAWLER (Doctor) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 19) BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) TÁOWÙ (Counterintelligence) Nanopulser(+2B), Flash Pulse(+1B) / Viral Pistol(+1B), Monofilament CC Weapon. (0 | 25) DENMA CONNOLLY Chain Rifle(+1B), Smoke Grenades / Heavy Pistol(+1B), AP + DA CC Weapon. (0 | 12) BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17) CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16) Fiddler FTO (Super-Jump) Contender(+1B), Drop Bears, D-Charges / Breaker Pistol, PARA CC Weapon(-3). (0 | 28) PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 24) AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4) GROUP 2 2 3 2 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 8) 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) ARMAND (Multispectral Visor L1) MULTI Sniper Rifle, Nanopulser ( ) / Breaker Pistol(+1B), Shock CC Weapon. (1.5 | 39) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8) 5.5 SWC | 299 Points Open in Infinity Army The second list needs to be aggressive. The Armoury missions feel well suited to a core link of Wolfgang, Brawler HRL, Denma & Diggers, with the first two as active gunfighters, Denma for smoke/CC/berzerk and diggers to act as resilient CC units in an objective room. The Monstrucker in the link provides a specialist for B-Pong/Last Launch and to open the Armoury door as well as giving another close range gun and potential for spec fire EM grenades. Bulleteer & MBH duo as attack pieces and can be suppressive speed bumps. The peacemaker provides another disposable template weapon. Group 2 are more ARO and range support orientated in the Brawler haris and Sierra TRbot while the Kameel provides hacking support/bonus orders from the mission/valuable specialist in Last Launch. Saito is there in his specialist capacity to latch onto a console in B-Pong and efficiently get a high cost specialist evacuated in Last Launch. The Yuan Yuan is really there to achieve secure HVT given the single classified. This list is very tight on forward specialists which is a big problem for B-Pong and potentially Last Launch, depending on the table. I would be looking to really kill/delay an opponent. I’m also vulnerable to hackers. I'm also conscious of the pressure that the irregular orders and link teams will place on my command tokens. Gotta find it ────────────────────────────────────────────────── GROUP 1 6 2 3 WOLFGANG AMADEUS MULTI Rifle(+1B), Chain-colt / Heavy Pistol, DA CC Weapon, PARA CC Weapon(-6). (0 | 35) BRAWLER Heavy Rocket Launcher / Assault Pistol, CC Weapon. (1.5 | 16) DENMA CONNOLLY Chain Rifle(+1B), Smoke Grenades / Heavy Pistol(+1B), AP + DA CC Weapon. (0 | 12) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) MONSTRUCKER Boarding Shotgun, Adhesive Launcher, E/M Grenades / Pistol, CC Weapon. (0 | 17) BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 26) MOTORIZED BOUNTY HUNTER Submachine Gun, Chain-colt(+1B) / Pistol, PARA CC Weapon(-6). (0 | 9) PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 24) AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4) GROUP 2 6 1 1 SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 37) KAMEEL (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8) SIERRA DRONBOT Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24) BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27) BRAWLER (Doctor) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 19) 5.5 SWC | 298 Points Open in Infinity Army Thoughts and comments appreciated!
Over the last weekend I had the opportunity to take list two for a spin in our local scene's Cancon run-up tournament. It was a great chance to put the second list to the test covering B-Pong/Last Launch/Armoury in that order. I've jotted down a short summary of each game with a few of my takeaways (though I'm running off memory so may have a few things off). Game one versus Dante’s MO on Last Launch (which he wrote the origins of for the LOL custom mission tourney last year). The table was quite dense and mostly made of the CB card terrain. He had a brutal list with a Tikbalang, 2 sniper/paramedic/2 grunt core, 2 shotgun bikers, haris of Teutonic knights spitfire/specialist/LT, engineer & pal bot, mule bot and tech bee. He won the LT roll and chose the more dominant side and I took first figuring I didn’t want to be hammered by Pano shooting and last launch seems to favour going first (in hindsight, it absolutely does as you can apply pressure early in what is a very order intensive mission). I was a bit locked down due to the central armoury, overall density and multiple ranged Pano units on overwatch so played cautiously. Pushed forward with the link to smother the left ID console, positioned my EVO to enter the room and killed something inconsequential. I dropped my yuan yuan at my rear to throw smoke for the brawler sniper. His turn was largely dismantling my core link and in return unluckily losing teutons to my TRbot and sniper. A Montesa pushed forward but was unable to finish Wolfgang, leaving him and the Monstruker as the only core members alive. Round 2 and I activated Saito to press the ID and extract on my right flank, extracted the EVO and berserked Wolfgang into the bike to trade unconscious. My peacekeeper traded its auxbot for a sniper and positioned to pressure him, though I think it overextended as it was easily removed in his turn. I ran the Yuan Yuan close to the room. His turn and he pushed further forward mopping up my left flank, killing his Montessor with his other Montessor (classic Pano doctors) and getting an ID for both the Tik (pilot) and remaining bike. Also killed my peacekeeper. Round 3 and I had to pressure the room to stop extractions and hopefully achieve an end of game dominate. The Yuan Yuan was blinded by a flash pulse but got into the room. The brawler haris pushed up into the room, wounding the Montessor but running out of orders to do more. I ran my bulleteer/bike duo across a sniper alley, losing the bulleteer but allowing my ABH to close with and kill the Montessor. His turn 3 he extracted the Tik but then had run out of forward pieces & orders to get more done, giving me a 9-1 (I can't recall whether he did his classified, I did not) victory. Had I not killed the Montessor it would have been a 3-6 loss, so very close. My deployment was the right hand side of the image.
Game two was into Tristan’s Kosmo playing BPong on a Brutal Cities tournament table. Again I lose the LT roll and he chose a side with dominant sniper lanes on both sides. His list was unusual with 2 caterans, Mirage 5, unknown ranger with 2 rokots in a haris, 4 irmandinhos, a warcor, EVO wardriver, 112 doc with two bots and Wallace LT. First turn and I was able to deal with the caterans using discover shoot with the brawler sniper and trading Denma for the other (rolled PHY+3 for smoke on 20s) which helped to defang his ranged options. I flooded the right console with my core link and positioned my ABH bike (who rolled a MSR) to cover the left console. I suspected a Mirage 5 run and in his turn and he brought in Duroc, killing my bulleteer and LT before going down (I expected it so had positioned reasonably well). He was able to cautiously sneak an Irmandinho to the left console and pushed his wardriver into the armoury room to shunt the pong forward, also knocking my nearby peacekeeper unconscious and making the score 1-3 for the round. For turn 2 and in LOL I had limited options so I focused on trying to pressure the consoles and recover my position. The brawler sniper took out the irmandinho on the left console however it was order intensive. My monstrucker got the peacekeeper up with a long range gizmokit shot and pressed the button to return the pong to the centre. I ran out of command tokens to kill the EVO with the peacekeeper but was able to get Saito to the left console figuring I could dodge out of marker state to contest it if needed. Instead he ignored it in his turn, using Margot to come in from the rear, killing my EVO, peacekeeper and brawler HRL but being held back by the TRbot and a few successful saves by my pieces (the mulebot was extremely lucky). He was able to push the pong back over the line with the EVO scoring 2-1 for the round making it 5-2 so far. Basically I needed to score all three end of round points and my classified to take the win from here. I think that’s an important note going first in B-Pong, you need to score at least 2 and ideally 3 in the first round or your opponent will dictate the game. My round three and the monstrucker centered the pong then Saito went in, missing the first crucial console press but getting into the room with the pong on my side, watching the EVO (one more order and he likely killed the EVO as well). I tried unsuccessfully to kill a lurking Irmandinho with a digger (I made a big mistake here as I should have used Wolfgang, however I was clutching for him to kill Margot and also complete my classified on a WIP roll). I was forced to throw the Yuan Yuan down to try for secure HVT recognising I needed to get lucky for him to survive. His turn 3 and the Irmandinho I failed to kill, one rounded Saito with his booty multi rifle allowing the EVO to centre and control the pong. He killed my Yuan Yuan and that was it, 1-1 on final round for 3-6 loss. Feels very much like a mission you want to go first on. I made a few mistakes but overall feel I played the list well. It was just very tight on orders, not helped by the turn 2 LOL. My deployment was at the top right. Note the consoles are not correctly positioned in the picture, they were on the scaffolding next to the Comm tower and in the open to the right - 4" closer to the centre.
Game 3 and I was playing up into Jacob’s Bakunin in Armoury on a mixture of Knights of Dice platforms and CB buildings. It was a relatively dense table with lots of Swiss cheese holes and one higher sniper nest to one side (top right in the picture). I believe I won the roll to take that side, thinking he would go first but he hard seconded on the basis of null deploying and covering lanes at the rear. He had a SWC light list of a Vostok/clockmaker/moderator haris, Agatha/CR cenobite/custodier HD/Moira HMG/sniper core, FObot, EVO, Uberfell&pupniks, 2 morlocks and two Gumby moderators (presumably to play LT shell games). It was to be a grindy game and we went right to round time (2:15). First turn and I flooded the room with Wolfgang (taking a wound to kill the turret), digger and positioned my pieces to pressure him entering. Crucially my TRbot had a line through the armoury while my brawler haris sniper had a lot of small lanes from the overwatch tower. I had little to do with my group 2 orders so brought Saito forward, getting grenades from the panopoly and unsuccessfully trying to spec fire a morlock and FOBOT. I left him uncamo’d, spotlit and not in the room, a big mistake! Jacob wanted to rush the room but struggled with the amount of AROs presented. In particular, the Vostok haris was hemmed in and couldn’t quickly engage. He pushed forward and managed to kill Wolfgang, losing his moira HMG and sniper to the marksman TRbot straight to dead. He ultimately used a lot of orders and manager to get a morlock and the uberfell into the room whereby he eventually succeeded in killing Denma. Crucially I missed an ARO that could have killed the morlock - my learning to stay focused on my key ARO pieces on Swiss cheese tables. He tried a long run with the Vostok, killing my brawler HRL but failing to kill Saito (again I missed a cross table ARO here). He just managed to score the room to make the score 0-2. Round 2 and I needed to clear the room and keep the pressure up given how much work he needed to do to get in last turn. I brought the yuan yuan in behind the Vostok, which stunned me in CC but tied it up. I couldn’t easily kill the uberfell without risking templates into my pieces and after failing a few pistol shots with the digger (perhaps should have risked CC) went the Hail Mary and shot it with Saito, losing him in trade to its nanopulsar. I then pushed my Monstrucker and peacekeeper auxbot into the room, accessing the panoply again. With no easy targets for my haris/TRbot and Saito dead I used my group two orders to re-position my brawler doc/LT for a turn three charge into the room. His turn and he eventually unpicked the Vostok by firing into combat, taking a wound from his clockmaker. He fired a pitcher down into the room with the custodier and locked up my digger but was unable to unpick the peacekeeper/TRBOT covering the door and only just killed the digger with his morlock. I was able to retain the room for 2-0 and 2-2 so far. My turn three and the main risk was the remaining core team that had a lot of points entering the room. The wounded Vostok was also lurking on the left flank. I sent in the ABH biker who took it unconscious. My brawler LT/doc got into the room, killing the morlock and reviving the digger but taking uncontested spotlight shots. I repaired the isolated peacekeeper with the monstrucker, leaving it peaking into the room . I was unable to pass the WIP roll to get more panopolies. I passed turn with a monstrucker, brawler LT, brawler doc and a wounded/isolated digger in the room. His turn and he revived the Vostok, unsuccessfully attempting to clear the brawler doc and going back unconscious to the ABH chaincolt. He was able to eventually kill the brawler LT/digger and then made an order intensive last ditch effort to throw Agatha/cenobite/custodier into the room on a move/dodge. Agatha and the custodier rolled good dodges, Agatha surviving the TRbot direct shots and the cenobite going down. He outpointed me to score the room again however I secured the HVT with the ABH and had more panopoly accesses to make it a 5-5 draw. I think the mission is quite well balanced, though I still feel going second is worth it. If you can score the room on two rounds, inclusive of the final round AND get your classified you win and can ignore the panopolies. If you’re first you want to jam the room as hard as possible and hope to hold it at least once while accessing panopolies and scoring your classified. If your opponent scores their classified then you need your whole army in the room come round 3. My deployment was the right side of the image.
So after all the above waffle I feel I have a reasonable handle on my list and can make the following observations on the second list: Overall the list has probably one too many irregular orders which makes it command token intensive, particularly given two are in links. The list suffers from having a lot of relatively effective units but struggles to apply them when the first wave dies. Being mid priced and relatively effective makes engaging premium pieces tricky and I was vulnerable to attrition which was hard to balance in the order intensive missions. Group two is awkward with Saito really the key active piece if there aren't ranged targets. The haris and TRbot need targets and aren’t otherwise able to contribute the the mission. They also die to premium attack pieces. The core is good, though the monstrucker's irregular order is an issue. Ideally he gets subbed and I rely more on Wolfgang to gunfight (he’s appears solid and was under utilised in my games). Denma and the digger are dangerous up close and the HRL makes for a back up ARO piece, though could be swapped. The peacekeeper didn’t do much actively though did create some space. It would be better with a KHD hacker as support. The bulleteer is a strange one in the list. It’s been an awesome attack piece for me in other games however it’s competing with the TRBOT for supportware and struggles to find orders to advance and get kills in these missions. I think it can drop it and let the ABH free roam, maybe in group 2 to fix the reliance on Saito there. The brawler MSV2 MSR haris is a handy way to use the mandatory LT and make for more ARO presence but it’s a lot of points and might be better spent on Armand who can provide a decent gear check ARO and active turn resilient sniper. Overall, there’s one too many irregular orders and I need a better way to get order efficiency given how order intensive the missions feel. With the above in mind I’m thinking of a recut to this (though it needs a little shuffling): Gotta find it ────────────────────────────────────────────────── GROUP 1 8 3 WOLFGANG AMADEUS MULTI Rifle(+1B), Chain-colt / Heavy Pistol, DA CC Weapon, PARA CC Weapon(-6). (0 | 35) DENMA CONNOLLY Chain Rifle(+1B), Smoke Grenades / Heavy Pistol(+1B), AP + DA CC Weapon. (0 | 12) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) BRAWLER Heavy Rocket Launcher / Assault Pistol, CC Weapon. (1.5 | 16) DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 24) AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) GROUP 2 5 2 2 SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 37) ARMAND (Multispectral Visor L1) MULTI Sniper Rifle, Nanopulser ( ) / Breaker Pistol(+1B), Shock CC Weapon. (1.5 | 39) MOTORIZED BOUNTY HUNTER Submachine Gun, Chain-colt(+1B) / Pistol, PARA CC Weapon(-6). (0 | 9) KAMEEL (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8) SIERRA DRONBOT Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24) BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) 4.5 SWC | 297 Points Open in Infinity Army
Do you have some lists that you think would work well with the missions listed? I'm interested in other ideas.
Had a practice game of my first list playing Countermeasures into Starmada, going first. I won't do a full recount but managed to get up 6 classifieds to 4. The list handled relatively well, providing plenty of specialists that I was able to nose dive into the classifieds. Fiddler and the Al Hawwa were both stand outs. I did struggle a little with ranged pressure as the table had a lot of central elevation, though Armand was effective as both an active turn piece to counter attack and an ARO presence that held back units like the Varagians. Long range pitchers and the missile bot proved effective at defanging a Kappa ML core link however I do recognise that could go either way on the dice. I did start to burn out of orders and played the final turn in LoL. This was largely due to being unable to fully contain two roadbots (red fury & paramedic profile) who were able to effectively bully me. I didn't really have a play for the second Yuan Yuan and I feel that i'll be inclined to rambo with it rather than focus on missions. With that in mind I've revised the list to swap one Yuan Yuan for a flashbot. This will provide my second group with more consistent orders (Al Hawwa or Armand, as needed) and give me another deployment zone unit to contest rambos (even if it's only one extra order). Countermeasures/Unmasking ────────────────────────────────────────────────── GROUP 1 10 1 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28) BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27) BRAWLER (Doctor) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 19) BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) TÁOWÙ (Counterintelligence) Nanopulser(+2B), Flash Pulse(+1B) / Viral Pistol(+1B), Monofilament CC Weapon. (0 | 25) DENMA CONNOLLY Chain Rifle(+1B), Smoke Grenades / Heavy Pistol(+1B), AP + DA CC Weapon. (0 | 12) BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17) CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16) Fiddler FTO (Super-Jump) Contender(+1B), Drop Bears, D-Charges / Breaker Pistol, PARA CC Weapon(-3). (0 | 28) PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 24) AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4) GROUP 2 3 2 1 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) 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) ARMAND (Multispectral Visor L1) MULTI Sniper Rifle, Nanopulser ( ) / Breaker Pistol(+1B), Shock CC Weapon. (1.5 | 39) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8) 5.5 SWC | 298 Points Open in Infinity Army
So I had a further follow up game with this list into B-Pong vs vanilla combined nabbing a 6-4 win (from memory). Overall the list performed ok with the core link able to jump on and smother the Pong going hard second. Armand wasn't a helpful gear check vs a Charontid but he still fits well. Ditto for the Sierra. Saito didn't pull his weight but that felt more of a placement issue in this game. One issue was the lack of a doctor meaning I left a lot of unconscious models on the floor (I was in retreat final turn but had done enough to secure the win). While the Druze KHD is an effective classified specialist it is vulnerable to active turn KHD. I also wanted to get some value from the loose Brawler LT so went back to the drawing board. The principle here was to keep some hacker presence to project onto the table and address TAG/HI that might target the valuable objective points. Allow for a doctor to bring back valuable pieces and provide some answer to being alpha'd off the table. Provide for a haris that could provide ARO presence but ensure delivery of an effective CQB core to the central area. It brings the added benefit of being able to shuffle the core based on what might be appropriate to the table/opponent. In an ideal world the ABH would be a digger but I couldn't find the extra two points. Bpong/Armoury/Last Launch ────────────────────────────────────────────────── GROUP 1 9 2 WOLFGANG AMADEUS MULTI Rifle(+1B), Chain-colt / Heavy Pistol, DA CC Weapon, PARA CC Weapon(-6). (0 | 35) DENMA CONNOLLY Chain Rifle(+1B), Smoke Grenades / Heavy Pistol(+1B), AP + DA CC Weapon. (0 | 12) BRAWLER (Doctor) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 19) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) VALERYA GROMOZ (Hacker) Combi Rifle, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 21) BRAWLER Heavy Rocket Launcher / Assault Pistol, CC Weapon. (1.5 | 16) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12) BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 24) AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4) GROUP 2 4 2 2 SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 37) ARMAND (Multispectral Visor L1) MULTI Sniper Rifle, Nanopulser ( ) / Breaker Pistol(+1B), Shock CC Weapon. (1.5 | 39) MOTORIZED BOUNTY HUNTER Submachine Gun, Chain-colt(+1B) / Pistol, PARA CC Weapon(-6). (0 | 9) KAMEEL (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8) SIERRA DRONBOT Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24) 5 SWC | 300 Points Open in Infinity Army I took this list into Starmada on Armoury, winning to roll to take sides and going second. I was somewhat successful in locking down the room and scoring 1st round but struggled to shift an aggressive haris of a Bronze paramedic, Santiago KHD and Shona. I was hamstrung by a very effective first turn push by a red fury roadbot which gutted my list. I wasn't really in the game from round two onwards with a 3-8 result. Essentially I ran out of puff which seems to be the running theme with my Druze lists - lot's of mid level performers and limited redundancy. That said, I do like this list so the plan is to run with it for Cancon this weekend.
I was intending on diving back into Ikari Co. this year, having not played them since the end of N3, and realised that, with the extra mercs I've picked up since, I've got a whole ass-Druze army as well. So I intend to rock both of the more criminal merc armies this year. So, as a newcomer to Druze I just wanted to say that this thread and your detailed posts have been really helpful as well as entertaining. Thanks for posting!
I played these two lists in a recent tournament, admittedly it was a resilience ops and not an objective driven tournament, but it is more or less the direction I play Druze right now. Infantry ────────────────────────────────────────────────── GROUP 1 9 1 1 BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17) BRAWLER (Doctor) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 19) BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27) DRUZE Combi Rifle, Chain-colt, Grenade Launcher, E/M Grenade Launcher / Viral Pistol, CC Weapon. (1 | 28) DRUZE Heavy Machine Gun, Chain-colt / Viral Pistol, CC Weapon. (1.5 | 31) DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28) DENMA CONNOLLY Chain Rifle(+1B), Smoke Grenades / Heavy Pistol(+1B), AP + DA CC Weapon. (0 | 12) SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 36) HUNZAKUT Rifle, Grenade Launcher, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0.5 | 19) GROUP 2 3 2 2 BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 26) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) ZELLENKRIEGER Pulzar, Smoke Grenades / Heavy Pistol(+1B), DA CC Weapon. (0 | 8) MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, CC Weapon. (0 | 12) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) 6 SWC | 299 Points Open in Infinity Army TAG ────────────────────────────────────────────────── GROUP 1 9 2 1 TRIPHAMMER AP Spitfire, Chain-colt(+1B) / AP CC Weapon. (1.5 | 57) TRIPHAMMER PILOT Rifle / Heavy Pistol, CC Weapon. (0 | 0) BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27) VALERYA GROMOZ (Hacker) Combi Rifle, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 21) BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) DRUZE Heavy Machine Gun, Chain-colt / Viral Pistol, CC Weapon. (1.5 | 31) DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28) DENMA CONNOLLY Chain Rifle(+1B), Smoke Grenades / Heavy Pistol(+1B), AP + DA CC Weapon. (0 | 12) BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 26) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12) MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, CC Weapon. (0 | 12) NASMAT PARA CC Weapon(-3). (0 | 3) GROUP 2 4 1 2 AÏDA SWANSON FTO (Minelayer) Submachine Gun, Viral Mines / Viral Pistol, Shock CC Weapon. (0 | 20) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) ZELLENKRIEGER Pulzar, Smoke Grenades / Heavy Pistol(+1B), DA CC Weapon. (0 | 8) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) 6 SWC | 300 Points Open in Infinity Army I still struggle to balance gameplay with so many (for me at least) irregulars and I find Druze to have issues dealing with heavy armour, the Druze HMG, Killer hacker, Denma Haris performs usually adequately been a threat in all ranges and the Bulleteer is something I instinctively carry over from my PanO lists.
Yeah I feel that level of irregular would be problematic for the Cancon mission line up. These feel like good annihilation/res ops lists. If I can make a suggestion, swap the monstrucker for an ABH bike to duo with the bulleteer, you can use the regular orders to engage with the REM while sling shotting the ABH forward to spend its irregular. Gives you three points to upgrade the Zellingkrieger to Denma?
I already have Denma in both lists, the Monstrucker is a new addition to the list, he is there mainly because I found that the Bulleteer been extensively used spends much time in unconscious level 1-2 and needs revival, and I cannot afford to put another engineer, maybe if a new Scarface model (specifically Cordelia model) shows up I may try her at least in the TAG list.
I'm back from Cancon with lot's to report. Firstly, I had a great time in Canberra hanging out with friends and getting in five great games of Infinity against some challenging opponents. The tournament was well run and in particular, most players had wonderfully painted armies. The two lists I took were as follows: Bpong/Armoury/Last Launch ────────────────────────────────────────────────── GROUP 1 9 2 WOLFGANG AMADEUS MULTI Rifle(+1B), Chain-colt / Heavy Pistol, DA CC Weapon, PARA CC Weapon(-6). (0 | 35) DENMA CONNOLLY Chain Rifle(+1B), Smoke Grenades / Heavy Pistol(+1B), AP + DA CC Weapon. (0 | 12) BRAWLER (Doctor) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 19) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) BRAWLER Heavy Rocket Launcher / Assault Pistol, CC Weapon. (1.5 | 16) VALERYA GROMOZ (Hacker) Combi Rifle, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 21) BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 24) AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4) BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12) GROUP 2 4 2 2 SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 37) ARMAND (Multispectral Visor L1) MULTI Sniper Rifle, Nanopulser ( ) / Breaker Pistol(+1B), Shock CC Weapon. (1.5 | 39) MOTORIZED BOUNTY HUNTER Submachine Gun, Chain-colt(+1B) / Pistol, PARA CC Weapon(-6). (0 | 9) KAMEEL (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8) SIERRA DRONBOT Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24) 5 SWC | 300 Points Open in Infinity Army Countermesures/Unmasking ────────────────────────────────────────────────── GROUP 1 10 1 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28) BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27) BRAWLER (Doctor) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 19) BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) TÁOWÙ (Counterintelligence) Nanopulser(+2B), Flash Pulse(+1B) / Viral Pistol(+1B), Monofilament CC Weapon. (0 | 25) DENMA CONNOLLY Chain Rifle(+1B), Smoke Grenades / Heavy Pistol(+1B), AP + DA CC Weapon. (0 | 12) BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17) CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16) Fiddler FTO (Super-Jump) Contender(+1B), Drop Bears, D-Charges / Breaker Pistol, PARA CC Weapon(-3). (0 | 28) PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 24) AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4) GROUP 2 3 2 1 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) ARMAND (Multispectral Visor L1) MULTI Sniper Rifle, Nanopulser ( ) / Breaker Pistol(+1B), Shock CC Weapon. (1.5 | 39) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) 5.5 SWC | 298 Points Open in Infinity Army You can read my thoughts on how I came to these lists in the posts above. Suffice to say, they were very much geared to the missions rather than all comer annihilation lists. I'll post my match summaries over the next week.
First round was Unmasking and I was drawn against a my good friend and sparring partner who had traveled up to the Con with my brother and I. We had been bouncing our various list ideas around so I had a fair idea of what he was bringing. His list was focused on using two effective haris links with hackers to pressure the objectives while a sierra/Securitate MSR provided ARO presence. An Akal hacker provided a surprise flanking gunfighter and mission relevant specialist. Good classified cover and some dangerous (if a little fixed) HMG active gunfighters would let him play aggressively. ────────────────────────────────────────────────── GROUP 1 8 ORC Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 37) SEÑOR MASSACRE Boarding Shotgun, Eclipse Grenades, E/M Grenades / Pistol, E/M CC Weapon, Shock CC Weapon. (0 | 26) BOLT (Hacker, Killer Hacking Device) Boarding Shotgun, E/M Mines ( ) / Pistol, CC Weapon. (0 | 25) SECURITATE MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 20) SECURITATE (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 13) SECURITATE Combi Rifle / Pistol, CC Weapon. (0 | 13) CSU (Specialist Operative) Rifle, Light Shotgun / Pistol, PARA CC Weapon(-6). (0 | 11) MULEBOT (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15) GROUP 2 6 1 LAXMEE (Hacker) Submachine Gun, Pitcher, Cybermines, D-Charges / Pistol, CC Weapon. (0.5 | 24) KAPLAN (Doctor) Combi Rifle, Blitzen ( | MediKit) / Pistol, CC Weapon. (0 | 27) BEASTHUNTER FTO (Minelayer) Heavy Flamethrower, Panzerfaust, AP Mines / Pistol, DA CC Weapon. (0 | 9) CLOCKMAKER Combi Rifle, D-Charges ( | GizmoKit [+1B]) / Pistol, CC Weapon. (0 | 18) ZONDBOT PARA CC Weapon(-3). (0 | 3) SIERRA DRONBOT Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) AKAL COMMANDO (Hacker, Hacking Device) Combi Rifle ( ) / Pistol, E/M CC Weapon. (0.5 | 28) 5.5 SWC | 300 Points Open in Infinity Army The table we played on (from my perspective, excuse the side on angle) was: Overall it was fairly dense with a few high buildings providing long corridors but largely blocked off by the infinity tall armoury. Both flanking consoles had significant cover on one side which neutralised table advantage to a degree. I don't recall who won the roll off however he went first and I chose this side for the elevated points. In hindsight, his side had better defensible HVT locations. First turn and he pushed the Orc haris across to the central console under Massacre's eclipse smoke, pushing the centre console with the Bolt KHD to reveal my left decoy. The Orc took my clipper to double unc and the Brawler MSR to unc before he retreated them to the back of the objective room, leaving Massacre sitting on the console. He then took the Laxmee haris forward, pressing the button to reveal my target to the right before retreating Laxmee to the top of the container stack while leaving the Kaplan/Beasthunter covering the left console. Overall a fairly effective turn that neutralised my ranged pieces and staked an early claim on the consoles. I countered by bringing back the missilebot with Fiddler, placing her behind the center crate to advance in later turns and putting out a dropbear in an attempt to slow any advance. The brawler doc brought the brawler MSR back up. After an unsuccessful attempt to use the auxbot to damage Massacre/Bolt, the misslebot took out Massacre. The Druze KHD fired both pitchers behind the brick barricade to the right and then took Laxmee to unc with trinity. The Al Hawa in my 2nd group, advanced to the right console and pushed it to reveal the right decoy before bunkering down behind that building. In his second, he attempted to pressure my ranged elements again with the Orc, however without the haris it was burst 4 and died to a crit from the misslebot. The beasthunter leapt up against the fence covering my decoy to flame it, dying to the peacemaker's heavy shotgun in exchange. He then moved to clear the peacemaker with the bolt however got forked with it's repeater/shotgun, going unconscious but dropping the REM. At that stage he brought on the Akal, avoiding the HVT stun pistol to kill the HVT target and then engage Le Muet at over 8" giving me one on 10s vs his three on 7s. Armand lost a wound and then went down. He was out of orders at that point, unable to kill the Al Hawa or EVO who was cowering behind Le Muet's building. While he was unable to strip me of a lot of orders he had advanced the objective push this turn, controlling 2/3 consoles and killing the target and a decoy. My second and I had to remove the Akal and get a handle on the objectives quickly or he could lock me out in turn 3. I move/dodged my Fugazi who was parked behind the missilebot haris into 8" of his Akal, killing it with the Druze KHD. I then advanced Fiddler, reviving the Peacemaker and pressing the central console however it expended orders to avoid the AROs from the sierra. I revealed the center HVT thinking I had an easy attack vector with the peacemaker's repeater and missilebot. I realised then that I had limited options to deal with the sierra/Securitate link covering the left console and instead parked Fiddler behind the wire fence with the idea of rushing the console turn 3 under Denma's smoke. With that in mind, Denma advanced to the central crate. The Al hawa, somewhat order starved, pivoted around the right building to get to the decoy in turn 3. I was risking a lot here as a counterpush at either point would make it difficult for me to square things. In hindsight I should have revealed the left HVT, knowing it was in the most defensible position. Turn 3 and he was conscious of the need to pressure the consoles. He pivoted his securitate forward, leaving the MSR behind in overwatch and leading the close range pieces around the objective room to engage and kill Fiddler, suiciding a securitate to the misslebot in exchange. In doing so he inadvertently clustered his units to close and splash took out the CSU. His Kaplan settled into suppressive fire covering the left console. He then made a push to press the centre console to try and activate it back to him (in hindsight, I'm unsure if this is legal) however he ran out of orders just short. I believe somewhere in that exchange that my peacemaker again went unc. My turn three and I needed every order to level the game. I brought my Yuan Yuan in behind the decoy/Kaplan, triggering him to dodge to turn face. My druze KHD killed the remaining securitate and the link jumped down to the ground level to advance on the left console. The sniper killed the securitate MSR, then attempted to kill the sierra from the box to the edge of the fence but dying in the engagement. My brawler doctor then tracked across the fence, just staying out of LoF and pressing the left console to reveal the target. With two orders left I needed to kill the target and a decoy to clinche the game. My Al hawa went first, rolling a 2 and 18 to the HVT's dodge on a 5. My Yuan Yuan then moved and pistol shot the target, getting the kill and dying to the Kaplan. The game was drawn 5 (180) to 5 (94) with me having killed the target and holding more consoles vs him killing the target, killing a decoy and having killed more decoys. The Druze KHD proved to be the MVP, using creative approaches to take out hackers and act as a back up mid-ranged gunfighter. Le Muet proved an effective gear check even if he ultimately didn't take out any targets. The misslebot haris was an annoying threat as usual, getting lucky with some shots but otherwise being extremely lethal. I was pretty happy with how I played though I feel I was largely reacting to my opponent and did not exert enough pressure on his side of the table. I probably needed to get more from Fiddler and ideally ID and kill the target earlier. All that said, I was glad to get an offensive draw and hopefully avoid potential opponents who 10-0 their first game! More to come.
Round two was against a relatively new player bringing Svalarheima on Bpong. I don't feel I have a good handle on this mission yet though smothering the Pong seems to have worked effectively in practice games. His list was: ────────────────────────────────────────────────── GROUP 1 9 1 FUSILIER Missile Launcher / Pistol, CC Weapon. (1.5 | 15) FUSILIER Combi Rifle, Grenade Launcher / Pistol, CC Weapon. (1 | 14) FUSILIER (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 10) FUSILIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12) FUSILIER Combi Rifle / Pistol, CC Weapon. (0 | 10) UMA SØRENSEN FTO Breaker Combi Rifle(+1 Dam) / Pistol, CC Weapon. (0 | 27) NISSE Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 34) NISSE (Hacker, Hacking Device) Combi Rifle, Light Shotgun ( ) / Pistol, CC Weapon. (0.5 | 33) NISSE (Paramedic) Combi Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 30) BEASTHUNTER FTO (Minelayer) Heavy Flamethrower, Panzerfaust, AP Mines / Pistol, DA CC Weapon. (0 | 9) GROUP 2 4 ORC Feuerbach / Pistol, CC Weapon. (1.5 | 38) ORC MULTI Rifle / Pistol, CC Weapon. (0 | 31) FUSILIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12) NØKK (Forward Observer) Boarding Shotgun, Panzerfaust, Flash Pulse / Pistol, CC Weapon. (0 | 25) 6 SWC | 300 Points Open in Infinity Army I believe he won the roll off and chose deployment, using the Orc FB to cover a long lane centrally over the Pong and to the left console. The fusilier core took the bridge to the right, leaving the ML to cover the centre/left and the GL covering the right lane, all others deployed in total cover. The beasthunter lay prone in front of the Orc FB. Despite the mission seeming to favour going second I didn't want to hard second into a Pano alpha, particularly if a TAG was involved. I figured if I could bloody his ARO pieces and then flood the pong with my resilient CQB core, holding it just over the line behind the central container, I'd stand a chance. I deployed with a view to getting Saito onto the high right console and covering the left with the TRbot. My core looked to advance behind the blocking central scaffold (see into/out of but not through). Peacemaker deployed centrally just off cover but with the ability to pivot left/central where a counter attack was needed. My HRL haris counter deployed against the Orc FB in an attempt to cover the Pong and pressure any advance. I reserved Le Muet and deployed him to engage the Orc FB at long range given it was effectively covering the central area. My first turn and I used Le Muet to engage the Orc at 2 dice on 13s vs 2 dice on 5s. One crit and a hit later, it was completely dead. The core link advanced, smoking around the Pong/central container. Valerya pushed the pong slightly over the center line, directly behind the container and then retreated with the doctor to near the Peacemaker. Unfortunately she missed landing both pitchers. Denma sat behind the scaffolding as a counter attack piece. Wolfgang got to work, engaging the Nisse HMG under 16", who ducked into total cover, and then taking out the Fusilier ML before settling onto the Pong with the digger. The TRbot got marksmanship and advanced, taking a shot at an over extended Nisse hacker and taking it down. Finally Saito pushed forward onto the right console, coming out of camo for control but sitting prone in total cover. Overall I feel this was the best I could have hoped for, defanging the ARO presence and taking out 3 orders while positioning aggressively for the mission. He turn and he engaged Wolfgang with the Nisse, giving him a wound and pushing him back into total cover. He then reformed the link, moving the fusilier GL into a better overwatch position and commenced speculative firing on my pieces. Needing 9s, after a few rolls and two crits he had taken Wolfgang to dead, the Digger unconscious and Saito unconscious. The Nokk advanced down the left corridor, pressing the console to return the pong to the centre but being spotlight by Valerya via the peacemaker in return. It then and attempted to engage the marksman TRbot however it was over 8" so 2 dice on 9s vs 4 dice on 8s wasn't enough and it died. We ended the first round on nil each. My second and felt I had the control of the table but needed to keep grinding out his orders. The brawler doc advanced and fired his medikit up at Saito, bringing him back up. I believe I was unableable to get the digger back. Saito pressed the button to nudge the Pong back over the centre line and onto Denma before engaging the fusilier GL with his combi rifle, taking it to unconscious and again taking total cover next to the console. The TRbot pivoted across open ground to the left to get a better angle on any troopers advancing as well as to cover the HVT. His second and the fusilier paramedic killed his GL. Uma climbed the back of the scaffolding to get at Saito but died to him critting. The Orc multirifle attempted to advance but was pinned down at range by the HMG and went down. However the TRbot wasn't covering the Nisse HMG which advanced, killing Denma but running out of orders. The second round ended with 2-0 with me holding a console and the pong over the centre line. My third and final turn I felt that I had made it difficult for him to recover but wanted to take more orders off the table and pressure the Pong. The brawler doc brought Denma back up to hold the pong (though in hindsight this was incorrect as Denma is STR not W - it didn't impact the outcome). The EVO put down supportware to land the Yuan Yuan near the Nisse and after a couple of orders killed it while lurking near his HVT to secure it for the classified objective. Saito engaged and killed the fusilier paramedic before taking control of the right console again. I passed turn and he was in retreat with no command tokens which sealed it 4-0 that round. The game was offensive win at 6 (230) to 0 (74) with me having held the Pong once, had it in his table half twice, controlled a console twice and completing Secure HVT. Le Muet proved an effective active turn piece to open up the field even if he ultimately didn't do much more. On the back of the pressure from early kills, the wolfgang core were able to maintain the pressure on the Pong as hoped, even if they largely died. The Yuan Yuan drop was clutch in keeping the pressure up and swung the final round with his kill. The TRbot with supportware was a reliable piece that not only got some kills but largely locked down the left flank and ensured that the beasthunter couldn't make a run at me. Overall the list performed admirably and I was glad to get a win going first on B-Pong. More to come.
Round three was Countermeasures into OSS piloted by one of the friendliest players in our local meta. He happened to be bringing along a near limited insertion list (which I understand is his preferred approach) and very similiar to the list he had beaten me at Burn City Brawl last year. I believe (I somehow missed grabbing it but I'm 99% confident) his list was: ────────────────────────────────────────────────── GROUP 1 9 1 1 PARVATI Submachine Gun(+1B), Flash Pulse ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 38) DANAVAS (Hacker, Hacking Device Plus [UPGRADE: Oblivion (+1B)]) Combi Rifle, Pitcher ( ) / Breaker Pistol, CC Weapon. (0.5 | 22) DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21) PROXY Mk.4 Heavy Rocket Launcher, Submachine Gun, Nanopulser / Pistol, CC Weapon. (1.5 | 21) PROXY Mk.1 (Doctor) Combi Rifle, Nanopulser ( | MediKit) / Pistol, CC Weapon. (0 | 13) YUDBOT PARA CC Weapon(-3). (0 | 3) YADU (NCO) Heavy Machine Gun / Heavy Pistol, CC Weapon. (1.5 | 40) ASURA (Lieutenant [+1 Order], Hacker], Hacking Device Plus [UPGRADE: Trinity (+2 Damage)]) MULTI Rifle, Nanopulser ( ) / Pistol, AP CC Weapon. (0 | 69) RUDRA K1 Marksman Rifle, Mine Dispenser / Heavy Pistol, PARA CC Weapon(-3). (0 | 38) MOTORIZED BOUNTY HUNTER Submachine Gun, Chain-colt(+1B) / Pistol, PARA CC Weapon(-6). (0 | 9) LAMEDH Rebot Flash Pulse / PARA CC Weapon(-3). (0 | 7) PROBOT (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15) GROUP 2 1 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3) 5 SWC | 299 Points Open in Infinity Army Essentially a very strong Yadu HMG/Asura/Rudra haris that would spend all of the list's orders kicking teeth and doing classifieds, backed up by a utility haris of a Danavas/Parvati/Dakini HMG and disposable ARO pieces. I believe he won the roll off and elected to go first which gave me the choice of sides. This table was a rush together when more than expected players turned up and I don't think it was to the standard the rest of the tables were (though I appreciate why). We played the large trees as see in/out but not through and giving cover if inside at all. Some had raised areas which we played as true LoF. With the number of rounded shapes and buildings at inconsistent angles I struggled to read it and I think I ultimately picked the wrong side given the huge range that the central box at the center top had of the table (and sole elevated position). I deployed my clipper haris to the left to get a long lane and be closer to his HVTs. I deployed my brawler core covering the longest lanes I could find with the expectation that I could hard pivot to the right given the amount of total cover. Armand forward deployed to attempt to cover more angles but largely I did it to try and soak some orders as a juicy target. His first turn and the classifieds didn't hugely favour him, however he was really looking to play it as annihilation, killing as many specialists as possible and making it very difficult to score. The Asura haris marched down the left side, the Yadu outright killing the clipper and taking the the flashbot unconscious while the Asura taking to unconscious Le Muet. It then toed the forest at the left of my deployment to engage fiddler at around 10" with the Asura while out of view of my brawler sniper. At that stage my dice turned on and the first contender shot crit the Asura, doing two wounds and taking it to NWI. Having extended to take Fiddler down, the Asura was still in the forest so backed out and unfortunately for my opponent was crit again, killing the Asura. This changed his turn completely as he needed to preserve his units and attempt to defend the HVTs when going into LoL next round. The Yado and Rudra retreated to the center left forest, dropping a mine and went into suppressive. The EVO gave the Rudra marksmanship. My first turn and I wanted to try and get as far ahead on classifieds as possible and ideally drop a specialist or two to make it difficult for him to catch back up with a LoL round 2. The Druze KHD and Taowu left the core and walked across the right flank up to the objective room near my QAZ creature. Taowu based his right HVT to do HVT Kidnapping, the Druze HVT Follow Up and then Vigilance against his ABH. The KHD then fired a pitcher to the back of the right objective room and was able to take the Danavas to unconscious. My brawler took his flashbot to unconscious howver I was out of orders to fully kill it. I spent my group two orders to pivot my Hunzakut behind the central gazebo building on the assumption it would get more use from it later. The round ended 3-0 in my favour. His second turn was largely consolidation, recovering the Danavas, killing off the pitcher and achieving HVT Designation with the Danavas via the Rudra's repeater. The Yadu initially looked to do work however realised it was going to be short orders. Pieces shuffled around to attempt to pressure the table with AROs. My second and the classified cards were not particularly favourable. I brought my Yuan Yuan in on the far right objective building, using it to menace the link and taking the Danavas, Evo & dakini to unconscious before dying. The Druze KHD fired another repeater and took the EVO & Danavas off the table with trinity and then pivoted left across the table, behind the forest, to engage the ABH at range, go unconscious, be brought back by the brawler doc's medikit and then take out the ABH. It was then able to cautious move to the central concrete wall and achieve HVT Espionage. The round ended 1-1, so 4-1 so far. Not my strongest round however I felt I had taken a number of key orders and maintained my classified lead to rule out a chance of a loss. His final turn and the Yadu went into action, achieving Net-Undermine and HVT Assassination while also killing the Druze KHD & Le Muet's body. At that stage there was no chance of a draw and my third played out casually to achieve points. I was able to pie slicer smoke with Denma to get the brawler hacker forward to achieve data-scan against the Rudra and then Fiddler to the far left trench to achieve Sabotage. The round ended 2-2, giving me a win 8 (175) to 3 (162) with 6-3 classified objectives achieved. Obviously I got very lucky with the Asura in round 1 and most of the win can be attributed to this. I could have possibly still got to the Asura with Denma or the brawler core however I would then have struggled to achieve the 3 classifieds in the first round. I feel the list held up well with the Druze KHD doing the heavy lifting in both classifieds & killing enemy hackers. Denma/fiddler were clutch in the final round however there is no telling they would have survived had the Asura not choked.
After day 1 I was on an offensive draw and two majors which was placing me towards the top of the pack. When the fourth round was announced that night I was paired with a local JSA player who I regularly spar with. I was not looking forward to attempting armoury vs that many effective CC units and/or karakuri. However there were a few drops in the morning and I was drawn against Dante's MO who I played Last Launch against in the run up tournament. I had figured I was going to need to deal with a TAG again however he brought: CanCon hacking anti ────────────────────────────────────────────────── GROUP 1 9 4 BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 26) KNIGHT OF MONTESA (Paramedic) Boarding Shotgun ( | MediKit) / Pistol, DA CC Weapon. (0 | 29) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) TEUTONIC KNIGHT Missile Launcher / Pistol, DA CC Weapon. (1.5 | 28) TEUTONIC KNIGHT (Lieutenant) Light Shotgun, Panzerfaust / Pistol, DA CC Weapon. (0 | 19) TEUTONIC KNIGHT Light Shotgun, Panzerfaust / Pistol, DA CC Weapon. (0 | 19) CROSIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 13) CURATOR Combi Rifle, D-Charges, AP Mines ( | GizmoKit) / Pistol, CC Weapon. (0 | 17) SIERRA DRONBOT Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24) GROUP 2 5 1 ORDER SERGEANT (Hacker, Hacking Device) Combi Rifle ( ) / Pistol, CC Weapon. (0.5 | 18) DE FERSEN Spitfire / Pistol, AP + Shock CC Weapon. (1.5 | 51) BULLETEER Heavy Shotgun / PARA CC Weapon(-3). (0 | 21) MULEBOT (Deactivator, Repeater) ( ) / PARA CC Weapon(-3). (0 | 8) MULEBOT (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15) TECH-BEE (Specialist Operative, Deactivator) Flash Pulse ( | GizmoKit) / Pistol, PARA CC Weapon(-3). (0 | 5) 6 SWC | 300 Points Open in Infinity Army A strong Teuton ARO core that could charge the room. A DeFersen haris that could charge the room and play aggressively into the hacking game, backed up by a Montesa and a number or supporting ARO pieces to keep an opponent out of the room. He won the roll off and chose the side that had the more defensive array of buildings across the back. It also had a fairly clean advance to my left that could cut the table. It felt the strongest side at the time. I took 1st as I assumed (incorrectly) that he would try to monster me with a TAG and rush the room with Montesa. I figured that even if I would struggle to hold the room with my core but wouldn't get a chance to get in there otherwise. I deployed my core link in total cover with the intent that Denma would be able to smoke forward. The Brawler Haris took the central building with the HRL standing at the bridge to cover the right fire lanes. Saito was position as far forward but in an unexpected position with intent to counter charge the room in round 2/3 as needed. The turret & TRbot covered the left hand killing field with intent to slow any push across the bridge to the high building to the left of the armoury. The peacemaker/ABH took the limited total cover positions with the intent to charge as needed. I reserved Armand hoping to get a juicy target or to counter deploy vs a TAG at long range. He deployed with his teuton core covering the killing field on the left with the ML. De Fersen haris took a total cover position that would give quick access to the armoury. The TRbot/Bulleteer SF/Fugazi all took up standing positions to cover the right lanes. With the points on the board I felt a TAG wasn't there so deployed Le Muet on some stairs towards the rear of my deployment, intending to use range/cover/MIM-6 to put some targets at -12 and do some damage. He believe he reserve dropped his Montesa to support the Haris. My first turn and Le Muet got to work, outright killing the fugazi & TRbot while the bulleteer managed to pass saves and get total cover. He then repositioned slightly to the base of the ladder to the second level which provided a much better line to contest DeFersen's approach. Denma dropped smoke allowing the core, led by Valerya, to walk forward, open the armoury and touch two panopolies. Valerya sat outside the room nestled behind the truck which wolfgang/ABH took cover behind the blue crates with the ABH peaking the forward door, Denma next to the far panopoly and the digger behind the brown crates. The peacemaker nudged forward expecting to dive in next turn. His first and he hadn't expected me to do that level of damage and strongly contest the room (though truthfully, there weren't that many points in there). The bulleteer advanced down the right flank, jumping from the blue truck to the right central building. It engaged Le Muet who crit, ending it's run having burnt precious orders. De Fersen attempted to muscle forward, avoiding the ABH and pressing forward along the wall. However he was outranged by Le Muet and I believe ate a crit to be put to dead. The dice were not favouring him in this game. The teuton link advanced carefully along the left bridge, the ML the only thing standing and killing my TRbot, taking a wound from the turret and then killing the turret (I think he also managed to put the digger unconscious too). The techbee used the remaining group two orders to pivot towards the downed bulleteer hoping I didn't kill it. 2-0 with me dominating the armoury and getting the early lead. My second and I was keen to pressure him further. The ABH (who had rolled up a HMG) advanced to the right of the building next to the armoury, killing the teuton ML across the table (we both forgot his turret). The bulleteer was put down. Valerya fired her pitcher to the dragon statue on the far left central building, intending to contest any advance with the teutons. More panopolies were accessed. I pivoted my haris doctor behind my deployment building to consider doctoring anything that dropped. Le Muet advanced next to the HRL better cover my left flank. I made a key mistake here and did not leave the ABH out to cover the core link, which would have really closed out his options to get into the armoury. His second and most of his attack pieces were neutralised. He hatched a plan to use the Montesa, crossing the rear of his deployment, heading left to cut through the opening under the stairs and cross to the back of the armoury to firstly take out Valerya. Unfortunately the crits continued and she oblivioned the bike while Le Muet & the HRL killed it. His core leapt from the bridge and advanced towards the armoury, one Teuton repeating the same task to this time kill Valerya but dying in the process to the HRL. The rest took total cover behind the scatter. Another domination to me made it very difficult for him to come back from. My third and my Yuan Yuan walked on to secure the HVT. Saito walked into the room in marker state. The tech bee died. More panopolies were accessed. I believe the brawler recovered Valerya and the digger. His third and there wasn't much left. The remaining teuton (now unlinked) attempted to dislodge pieces but traded for the ABH and died. He couldn't get anything else to the room and passed giving me the win 10 (289) to 0 (79). I got fairly lucky with my dice in this game, however I don't feel that would have changed the outcome much. My core link were efficient at getting into the room and, with the aid of the barricades, made it hard to clear though not terribly hard to out point. Le Muet again proved a deadly scalpel when engaging targets over 32".
That is quite an interesting table, a lot of open space, but also a lot of corridors to approach with relative safety. MO list is interesting, but I do not think I would make a PanO (and PanO derivative) list with just one hacker.
Yeah, I felt it was quite a good table overall. It did seem to favour the Pano side as the oriental courtyard didn't provide much of a spot to hide anything, certainly not in a hard to reach spot. The limited deployments could have made an impersonator very deadly. It has De Fersen and the order sergeant as the hacking presence. I assumed that was to defend the armoury and/or make hackable targets vunerable to assault. He also had an EVO which provides fairy dust for the list.