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Acontecimento at CanCon 2018

Discussion in 'Battle Reports' started by RobertShepherd, Feb 2, 2018.

  1. RobertShepherd

    RobertShepherd Antipodean midwit

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    Australia’s biggest Infinity event, CanCon, was this weekend past. With the scenarios announced months in advance and most of January dedicated to many and varied sledging efforts on the Infinity Australia facebook page, competition was set to be fierce. Missions were as follows:

    1. Capture and Protect
    2. The Grid
    3. Power Pack
    4. Acquisition
    5. Highly Classified


    List 1

    [​IMG] CanCon #1 v1.4.5
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]9 [​IMG]1
    [​IMG] REGULAR Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] REGULAR Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] REGULAR (Forward Observer) Combi Rifle / Pistol, Knife. (0.5 | 11)
    [​IMG] REGULAR Spitfire / Pistol, Knife. (1 | 16)
    [​IMG] REGULAR (Sapper) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 22)
    [​IMG] REGULAR (Sapper) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 22)
    [​IMG] PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21)
    [​IMG] [​IMG] AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4)
    [​IMG] BULLETEER Spitfire / Electric Pulse. (1 | 23)
    [​IMG] MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8)
    [​IMG] WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    GROUP 2[​IMG] [​IMG] [​IMG]8
    [​IMG] GUARDA DE ASSALTO MULTI Rifle + Heavy Flamethrower, D-Charges + AUXBOT_2 / Pistol, Knife. (0 | 49)
    [​IMG] [​IMG] AUXBOT_2 Light Shotgun + Eclipse Light Grenade Launcher / Electric Pulse. (- | 6)
    [​IMG] NAGA Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 30)
    [​IMG] TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
    [​IMG] PALBOT Electric Pulse. (0 | 3)
    [​IMG] MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)
    [​IMG] PALBOT Electric Pulse. (0 | 3)
    [​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    [​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    [​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    [​IMG] PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)

    5.5 SWC | 300 Points

    Open in Infinity Army

    This was my favourite of the two lists and I felt comfortable playing it into any scenario. It can accomplish every classified objective, is packing about as much antimateriel as can reasonably be packed into the Shock Army, and plays surprisingly well regardless of whether it has the initiative or not. It also has a lot of redundant attack vectors, meaning I’m rarely up the creek if a single model critical model dies.


    List 2


    [​IMG] CanCon #2 v1.1
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] DRÃGAO Hyper-Rapid Magnetic Cannon, Heavy Flamethrower / . (2.5 | 94)
    [​IMG] [​IMG] CRABBOT Flash Pulse / Knife. ()
    [​IMG] BULLETEER Spitfire / Electric Pulse. (1 | 23)
    [​IMG] REGULAR (Sapper) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 22)
    [​IMG] REGULAR Spitfire / Pistol, Knife. (1 | 16)
    [​IMG] REGULAR Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] REGULAR Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] REGULAR Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] REGULAR Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    [​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]1
    [​IMG] NAGA Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 30)
    [​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    [​IMG] PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
    [​IMG] MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)
    [​IMG] TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
    [​IMG] PALBOT Electric Pulse. (0 | 3)
    [​IMG] WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    6 SWC | 300 Points

    Open in Infinity Army

    This was written later in the run-up to the event, chiefly because I wanted to get more experience with the Dragao. It’s worse at The Grid than my first list, with only one forward observer and a weaker antimateriel presence, and slightly more limited in Highly Classified, but is still packing a BS15 HMC and a full fifteen orders. With saturation zones in two of the three scenarios and several practice games leaving me looking for reliable solutions to Proxy Mk5 HRLs and Atalanta, I expected to have an opportunity to drop this list at least once.



    Game 1: Capture and Protect

    First game of the day. My opponent is playing vanilla Aleph, meaning I’m expecting any or all of the Aleph long-range trifecta (Atalanta with smoke, Proxy MK5s and Proxy MK2 snipers), or a possible rampage Marut. With this threat in mind, I picked the Dragao list, willing to take the risk of an Achilles attack.

    I won the Lt roll and elected to go first. I deployed with reasonable sniper coverage supporting a castle on the left flank, and models otherwise mostly hidden from enemy DZ sniper fire, paying attention to how I’d be able to advance safely. In response, my opponent put down everything hiding on rooftops in his DZ, including a proxy doctor on a rooftop that telegraphed Atalanta’s future position. There was a non-zero amount of hidden deployment, although I wasn’t sure how much to expect airborne and how much to expect infiltrating.

    My Dragao dropped on the hard right flank with a very particular plan in mind and, sure enough, Atalanta went down on his rooftop, standing to watch my DZ.


    [​IMG]

    A cool feature of this table is that all interactive elements are painted red. Ladders are clearly visible, and doors on buildings and rooftop hatches all allow traversal from ground level to rooftop by use of the Activate short movement skill.


    This game all went to hell in a handbasket for my opponent when my Dragao made a move he didn’t expect. He was planning on my moving up either of the major central fire lanes to engage him, but I had something very different in mind. Moving forward as part of coordinated orders with some Fugazi (to push the repeater network for the KHD forward), he made it to the bottom of the far right apartment building and used the door at ground level to reach the rooftop. From here, the Dragao saw everything, and could put plunging fire down onto every rooftop. One horrific storm of HMC rounds later, he’d taken out Atalanta, Andromeda, a lamedh bot and every posthuman proxy including the Mk2 sniper that revealed itself to desperately engage him with a pistol on the same rooftop.

    My opponent tried a game response with not one but two Daysu assault hackers that he’d hidden covering the alleyways up the board, anticipating a TAG moving through their hacking zones. Instead, they had to contend with laid mines, Naga KHDs engaging them through repeaters, and Dragao overwatch catching them out of cover. None of it ended well. He also made a game attempt dropping a Garuda with boarding shotgun down that punched through several layers of defence around the Regular castle, but didn’t make it to any truly vulnerable pieces.

    My second turn, and the last of the game, just saw ten orders funneled through a Fugazi dronbot who used its 6-6 MOV to run all the way to the beacon, grab it, and run all the way back to the Dragao, who was already in place to secure the HVT.

    Result: 10-0 win. Fantastic start to the day.



    Game 2: The Grid

    Game 2 was on a fairly open table against another Shock Army player fielding an absolutely gorgeous army that came second in the hotly contested painting competition. I took my high order count list here, needing the extra antimateriel and forward observer presence, and he took a limited insertion list with a full double sniper Bagh fortress and a Dragao.


    [​IMG]

    The table is relatively open, but there is some space to turtle up inside the buildings, and bridges and the skyscrapers serve to block some of the worst cross-map LOS that might occur for models hiding on rooftops.


    My opponent won the roll and took first, which was bad for me on several levels (his limited insertion list, and also the Grid strongly advantages first player if the game enters a race to five objectives destroyed) so I had my work cut out for me. His link went down in a hard defensive position turtled up in and on top of a building in the far corner of his DZ. I basically reciprocated, hiding my link in the center-right building with the snipers on the rooftop but outside any likely LOS of his Bagh link.

    I got a small lucky break on his first turn; the Dragao advanced gunned down one of my two snipers like a dog and eliminated the armbot bulleteer for good measure, but spent a lot of orders otherwise going after my HVT, who really, really wanted to live (and in fact survived multiple orders dodging while he was forced to engage her at bad range bands with his HMC). He ended up leaving her alive and pulled the Dragao back to a safer space, resulting in a first turn that I really couldn’t have been luckier with.

    On my turn I used my Peacemaker to root out the first of two Nagas, revealing it to be a KHD naga which I burned to death and subsequently (and luckily) dodged the mine he left as a parting gift. This left exactly one model in his list that could forward observe: his one other camo token. This represented a point of vulnerability I could attack and almost certainly use to secure the win; my Guarda belted up the field, covering his advance with smoke, killed his HVT, and rounded on the Naga. I had four orders to discover and kill it. The first order saw both the Guarda and auxbot making two discover rolls each and rooting it out. That left three orders with a shock multi rifle and light shotgun, pressing the naga aggressively to root it out of cover, and using the threat of the heavy flamethrower on the Guarda to force the the naga to dodge.

    Unfortunately, despite the odds in my favour, the Guarda didn’t get it done, mostly thanks to the saturation zone. A serious shame, but after the resiliency of my HVT I couldn’t be upset about swings and roundabouts in luck. I used my remaining orders to designate a bunch of antennae and throw my remaining sniper prone. With her sister dead, she needed to live.

    Predictably, the Guarda got blown to hell next turn and my opponent started on the objectives. The Dragao killed the HVT (finally), the Naga went to work designating, and the Bagh link took down one and wounded another antenna. It was a fairly efficient turn and about the best my opponent could hope for. However, after my work the turn before, it left me with five antennas in range and designated.

    My turn began with me shuffling orders so I could throw a full ten orders, and nearly thirty shots, through the linked Multi Sniper. It came right down to the wire – the last antenna could only be engaged by taking return fire from the Dragao, and she did two damage to it with a double-tap before being knocked unconscious by the dragao antimateriel round. The doctor ran over to revive her, succeeded after spending my last command token, also died to the ARO, and the sniper stood up, died again, but killed the antenna. This put me at 5 antennas designated and destroyed, which is an automatic hard win.

    If I’d been pipped at the post there my opponent still had only nine orders to designate and destroy every remaining antenna, but it was conceivable that he could have done it as I had no way to really stop him and multiple of his antennae were damaged already.

    I’d have been interested to see what would have happened if I’d killed his Naga FO. I feel like his game plan toilet bowls at that point, having to manually designate antenna by pressing buttons with things like the crabbot or bagh paramedic, but it’s possible he could make a play by moving the Dragao out to try to crush my force and play for a minor win.

    Result: 10-4.



    Game 3: Power Pack

    This one was painful. I’ll show the table first.

    [​IMG]

    Those central walls are lower than the height of an S1 model. The shrubbery looks nice, but is too low to obscure LOS to anything as well, at best providing cover to smaller models, but nowhere to hide. I think this might have been an ok table to play a standard deployment scenario on, but the problems posed by Power Pack deployment on a table not specifically set up for it are on full display here.


    My opponent played Neoterra. Seeing the table, and given the presence of a saturation zone, I picked the Dragao list. After my opponent crit the Lt roll on a 15 and elected to go first, I struggled with finding anywhere to hide. In the end my entire combined deployment zones had one small building with no roof parapets, one small water tower, three small shipping crates and a 1” tall shrub as cover. My opponent didn’t have it any better – one of his zones was literally just a single lonely watchtower, albeit one that gave LOS across the entire table – but he was going first. I should probably have picked the other side, but I can’t say it’d have been much better and I was terrified to put my snipers on the roof of the papercraft tower with only a 2”x2” central column for balance.

    To make matters worse, my opponent’s deployment was missing exactly 2.5 SWC and a solid chunk of points which sharply telegraphed an incoming Squalo HGL. This forced me to abandon my plan to hard turtle since to stay out of LOF I’d have needed to put something like six models behind that lone building. So I built overwatch lanes as best as I could and braced for impact, trusting in the saturation zone to try and save me.

    Spoiler alert: the saturation zone did not save me.

    There is nothing good that can be said about the dice this game. My opponent played clinically and well, making all the right moves, and very occasionally in Infinity you will play a game where you just do not win a face to face roll. Or even do anything at all. This was my turn to experience one of those games. To give a quick blow by blow;

    The Squalo killed the Bulleteer on the first order (it was a victim of the lack of cover; I had to put it forward since its S4 base was too large to hide anywhere without clumping).

    The Squalo then engaged the Dragao in a bad range band, needing 9s to hit against the Dragao’s 12s, through a saturation zone, taking unopposed flash pulse AROs every shot, and reduced it from full health to totally dead in four orders.

    The Squalo then engaged my link team, splitting burst and critting my sniper on a 6 and killing a second regular who’d been forced to hide on the roof.

    Every order the Squalo took saw after the first it take multiple unopposed flash pulse AROs, many of them not in cover. He was never stunned.

    The Squalo had enough orders left after this to trample over to an antenna and go into suppressive.

    He then rooted out my Naga using his sensor, and his Deva hacker engaged and killed it in a single order using Brain Blast.

    In my active turn, I activated the link and engaged with the spitfire against a standing fusilier. I had range advantage and burst advantage; the enemy fusilier crit.

    I rebuilt the link and engaged again against another standing fusilier with my own combi. I had burst but not BS advantage. He either crit or just won on B1 and killed me.

    As a last ditch effort I managed to cobble together a run that somehow got a Pathfinder to the objective through multiple cross-board missile AROs (it lost the face to face rolls and got knocked unconscious, but I was able to repair it and move on) and somehow tag an antenna.

    I won my first and only face to face roll of the game when the Trauma doc on the roof stood up and split burst three ways between a missile and two fusiliers. She killed one! And died to a missile.

    My opponent had enough orders left at this point to take the board, take my console, and even disconnect it for laughs. An excellent performance on his part and well played, but man did it sting.

    Result: 0-10.



    Game 4: Acquisition

    My opponent was playing JSA. He won the roll and elected to pick sides, noting the advantage in scoring Acquisition offers to the second player. I’d seen his list already but elected to pretend I hadn’t and play as though I was playing against my local JSA opponent, so took first turn because unkind experience has taught me that I cannot give ever Shinobu first turn. As it happened, my opponent deployed a full Haramaki+Domaru link and a TAG, supported by a few plebs and two motorcycles.

    Expecting more traditional JSA, I took my order heavy list, but it would pay off well after my opponent gave me first turn.

    [​IMG]

    This gorgeous table won best table for the event. High ground in the deployment zones offered strong lines of fire, with the walkways on the right side of the table offering the best cover to advance unmolested.


    Deployment was standard for both players; I set up in overwatch ready to move out, he set up with everything castled up and just the Haramaki missile daring the world to fight him. Notably, the entire rest of the HI link was lined up prone behind the same parapet as the Haramaki.

    I had a few options for dealing with this, but smoke was important to all of them. The Guarda did me proud, dropping the smoke I needed to give me an advance upfield with only the one missed grenade on the way. This let the Bulleteer zip forward, slide into cover and out of smoke, and engage the Haramaki in a favourable range band. With him needing 7s to my 12s, the burst advantage over several orders saw the Bulleteer chew through the missile and set up part B of the plan.

    More smoke was laid and this time the Peacemaker revved up. Scaling the hill in my opponent’s DZ, it and the auxbot landed perfect enfilading fire with the flamer and shotgun templates on the entire rest of the samurai link. This was basically a perfect value exchange, and my opponent returned fire rather than dodge, rightly acknowledging that if he dodged I would just keep shooting him with every order I had. He was right to do it, and knocked the Peacemaker unconscious at the cost of one dead and several wounded samurai. However, I had ample orders in my second pool to run the machinist palbot all the way across the table, fix up the peacemaker, and repeat the process, eliminating the Haramaki link.

    My opponent made a game attempt at a comeback but had just too few orders. Starting his first turn down a full half of his pool and losing more as bikes died on impetuous suicide runs was a death sentence. The O-Yoroi took several remotes down with him before sniper fire finished him off, but that left the board clear for me to sweep forward, occupy everything, data scan for the classified and put my opponent in retreat.

    Result: 10-0. Peacemaker MVP.



    Game 5, final round: Highly Classified

    Last and final round. My opponent was playing Steel Phalanx, settling on a list most likely designed for the scenario, with two assault hackers, two officers, Machaon, a spare myrmidion and Atalanta.

    An opposing Phalanx force immediately ruled out the Dragao list, but the Guarda list was a better choice for a mission like HC anyway, with better specialist coverage, more palbots, etc.

    We drew: Test Run, Data Scan, HVT: Espionage and Experimental Drug. A good spread. As my secret, I drew Telemetry.

    [​IMG]

    With a big central elevated square area, there are two major vertical channels up and down the board. My opponent might have elected to cross the direct route, but that would have required him to smoke up earlier to avoid sniper fire and left him with a weaker approach to scenario elements. The right channel was much more attractive… by design.


    My opponent won first turn and had a limited insertion list, but I had a plan. He deployed in two fireteams; one with both his assault hackers and the other with Machaon. Both were held well back in cover, ready to advance down either of two major arterial routes that offered cover up the board.

    I hatched a cunning plan. My HVT was deployed on the far corner of the legal area on the right board edge, maximising distance between it and both enemy hackers. I then stashed the Peacemaker and auxbot behind and building and on some stairs in the alleyway leading up to the HVT. Most of the rest of my deployment was just setting up to not get murdered by Atalanta. I was mostly successful.

    My opponent reformed some links to move out with a core that consisted of an officer, Machaon, and both hackers. As I’d hoped, he began the long walk through cover to my HVT. This first bought him through repeater range of my Peacemaker. He paused here to begin data scanning, at which point the trap was sprung and the Naga KHD emerged from hiding to begin counter-hacking the Myrmidon AHDs.

    The results were ruinous for my opponent. With little choice but to make scanning rolls against my peacemaker who was resetting (his other option being to try to engage a KHD using redrum through a firewall), he lost both AHDs and only managed to get data scan off, falling short on HVT: Espionage. His sole upside was that he did get Experimental Drug as Machaon brought one of the AHDs back after it passed one of the two redrum saves.

    Having accomplished all he could for the first turn, he then suicided forward the two remaining squadmates (Machaon and the officer) to try to deny me easy models to trigger objectives on. Machaon went down in a volley of sniper fire but the Officer made a save and survived, albeit with her ODD burned. This was a lucky result for me, and basically an ideal end to my opponent’s first turn.

    With my entire order pool intact and my opponent now unable to score two of the classifieds (Test Run and Espionage), I set about securing the game. My linked forward observer bagged telemetry on his burned myrmidion officer, my Naga Espionaged his HVT and ducked back into cover, and I used coordinated orders to throw some REMs around to give me something to repair for Test Run (I wasn’t game to do the same with the regulars, being too short on orders and because meat-bodies are much more fragile). The rest of the Turn was the Guarda and Peacemaker running up to kick his remaining order pool, and killing Atalanta with the bulleteer in bad range (she dodged rather than shot back to deny Test Run, which is what led to the jumping shenanigans).

    We played on the one extra turn but my opponent’s back was to the wall and he had only a tiny number of orders – too few to even successfully destroy his own assets to deny my further scoring (not that it would have stopped the result from being a major victory at that stage). He made an attempt at picking up his own secret, Extreme Prejudice, but even though his remaining officer firmly outclassed the Guarda in CC, his two wounds kept him alive.

    I picked up both Experimental Drug and Data Scan next turn and we called it there.

    Result: 10-2

    Overall: 4th place (4 majors, 1 loss, 40 OPs)



    Conclusions:

    Well, I didn’t podium, but in an event of seventy players you don’t do that without being both lucky and very good. But for my first major Infinity event since picking up the game mid-last year, I’m stoked about how well I did.

    The Guarda de Assalto list is getting saved in the bank of lists I’m likely to return to in perpetuity. It’s a fantastic list with an incredibly healthy order pool and an impressive variety of offensive options. With the sole exception of Biotechvore I haven’t found a scenario that I’m afraid to play it into.

    The Dragao list was more experimental, but I’m starting to feel out how to play such a heavy centrepiece model effectively, and it’s given me some ideas about how to return to my favoured Tikbalang next time I’m playing Acontecimento.

    For now, both factions are getting put away for a while as I focus on Combined Army. I’ve been churning out janky Morat Aggression Force lists while riding the post-CanCon event bounce, and when Keer-Nau (Keanu?) drops, I expect to have some very interesting infowar options to experiment with in Onyx. Meanwhile, I want to return to Neoterra intermittently during the year and properly put the Uhlan and a few other pieces through their paces.

    Overall, CanCon was a fantastic event and a great start to the year. Major props to the organisers and sponsors for making it such a great three days.
     
  2. DirkWisely

    DirkWisely New Member

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    Your battle reports are as entertaining here as your Merc ones are on fivefingers. Thanks for posting. :)
     
    barakiel and RobertShepherd like this.
  3. barakiel

    barakiel Echo Bravo Master Sergeant

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    Great writeup! Some reactions:

    Game 1: Great move, going for the rooftop with your TAG. Was the ruling that a model of any silhouette size could gain rooftop access, if it touched one of the red doors? Those kinds of plunging fire scenarios are a PanO player's dream. Nice job surviving the double Assault Hacker trap too... That could have very easily gone the other direction.

    Game 2: Interesting to see another Acon approach. I also like Acon for the playing The Grid, and I've run Acon in The Grid in the past. Limited Insertion is tricky... I'd call that a scenario where lots of Orders and redundant FO/anti-materiel troops seems like a critical factor for list success, and it looks like you did an amazing job spotting that vulnerability and going for it. The bad luck there with the Guarda is rough, but as you say, these things have a way of balancing out when the TAG flopped his own assassination run on Turn 1. Well played though with efficient use of the MULTI Snipers to take down the consoles; I've gone around and around in debate with others, but I think that linked MULTI Sniper splitting burst is a really good way of applying pressure to a lot of consoles at once. Nice to see it in effect.

    Game 3: Ouch. I looked at the picture of the table, then read the word "NeoTerra", and had a feeling about how the game might go. Those DZs... I admire you for even making the attempt, because I probably would have asked the TO to make some table adjustments just so that layout was playable for the mission. Good move by your opponent to go with the Squalo, but at that point player decision isn't really a factor any more; so much comes down to how long your 1-dice AROs can outlast his 1-dice lobs, while at the same time trying to hunker hard enough not to line up in front of that MULTI HMG.

    Game 4: Way to see the opportunity against that link team! Very cool use both pools, smoke, Bulleteer to knockdown the defensive piece, and the Peacemaker to capitalize on the gap. Awesome move, especially because noone expects that PanO smoke.

    Game 5: Lovely job setting the trap there. Losing an AHD Myrmidon is a huge loss in points and efficacy for the mission, especially losing two of them, and ESPECIALLY losing them in your own active turn. Brutal. Good play, and definitely the kind of entire-turn drain and loss of resources that is basically impossible to come back from.
    Very impressive field, if that score was only good for 4th. Congratulations, especially given the nastiness of that PowerPack round.

    -Nice to see the Guarda in action. I like the MULTI Rifle myself, and wouldn't really consider the Spitfire as a viable option (that's just too much SWC relative to the benefit.) Nice to see the smoke play a decisive role too.

    -Any particular matchups you were glad you didn't run into, or that you were hoping to avoid? Your lists seem very well-rounded, but some matchups are trickier than others.

    -The Dragao is an interesting choice over the Tik. I'm a big Tikbalang fan... I'd be curious to hear your decision making process for taking the Dragao, and whether the Tikbalang has any more appeal after having run a TAG. I personally find Climbing Plus a major asset for being able to reach those epic vantage points, without having to Climb your way into an unopposed ARO.

    -I raised an eyebrow only seeing one Naga. Did you ever wish you had the second one?


    -Anything you would have/could have done differently in that tough Power Pack match?

    Thanks for a great report, and congratulations on the result.
     
    ChoTimberwolf and RobertShepherd like this.
  4. RobertShepherd

    RobertShepherd Antipodean midwit

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    @barakiel

    Thanks for the feedback! Some responses;

    Dragao on a Rooftop: we didn’t actually clarify this beforehand (simply agreeing that any model in base contact with an interactable element could use it). I had the bit between my teeth and wasn’t thinking about it at the time, but I think my opponent would have been pretty reasonable to say ‘wait hold up, can a TAG fit in there?’. If he had, I would have climbed the tower instead. It would have removed two full orders from the overall attack, which would have forced me to split burst more aggressively and most likely would have left the posthuman doctor alive, and the Dragao potentially lightly damaged. My opponent might also have used it to try to drop Atalanta prone rather than take the unopposed shot, but I think I might still have been able to draw LOS to her base given the height advantage. It would hae been close though.


    Matchups to Avoid: I’m glad I didn’t run into an Avatar limited insertion list. I need to drop my Guarda list against vanilla combined army as the Dragao’s massive base is too hard to keep safe from impersonating monofilament weapons, and my offensive options handle the Avatar poorly. I can engage something like a Cutter up close with the Guarda de Assalto with surprisingly high odds of success, but I can’t take the same risk into the teeth of a sepsitor, meaning the peacemaker’s auxbot is my only way to burn ODD. Unsurprisingly, he dies fast, and that leaves the Avatar to run the table.

    I wanted a chance to play against Tohaa and Ariadna just to see how the lists handle those two challenges, but the opportunity never arose, so I’m not sure how those games would have gone.


    Dragao vs Tikbalang: I’m a big Tikbalang fan too. The decision to use the Dragao instead came down to a few things; firstly, I hadn’t used it before in any significant capacity and wanted the chance to learn to play it in a tough field. Secondly, I expected to be likely to drop the TAG list into Power Pack in particular, and in that very particular scenario the more dangerous ARO ammunition and higher burst in active turn through the saturation zone seemed to incentivise the Dragao slightly. And finally, I just straight wasn’t going to be able to get my Tikbalang painted in time for the event, but did have a Squalo painted that the TO kindly confirmed I could use to proxy the Dragao and subsequently enter in the painting contest. Image below - I'm pretty proud of it. :)

    In general I, though, prefer the Tikbalang. I typically get some mileage out of all the ways it differs from a Dragao; climbing plus and antipersonnel mines are often either useful or decisive, and mimetism is a massive advantage on a model that’s cheaper and has a lower SWC cost. I really should get it painted.


    Naga(s): simply put, there wasn’t space for two Nagas in either list. I favour high order counts, and the presence of Highly Classified in the mission pool warped both lists toward a specialist loadout that left very little fat to trim after the major attack pieces had been included. However, the Peacemaker in the first list is a concession to the need for more midfield striking/defensive power, and I was highly impressed with how it performed given its cost relative to a more expensive second Naga.

    Prior to the event I did experiment with a list for Power Pack and Acquisition that used two Nagas as midfield control pieces to lock down objectives (including a janky Naga AHD + Naga Monofilament list specifically to address my fear of Avatar lists as noted above), but the decision to run a Dragao list in the week leading up to the event displaced that possibility. As it was, though, I think Peacemaker + Naga KHD performed extremely well and might become my favourite deployable midfield presence for Aconte in the absence of scenario specific considerations.

    So in short: no, never wished I had a second one, but I respect nagas a hell of a lot (and painted up two about a month out expecting to use them both at the event) so understand why you asked the question.


    The Power Pack game: I've chewed this over a bit in my head since the event, and I have a few thoughts but nothing I'm confident in. I'd be curious to see how the game would have gone if I'd sucked up the physical risk and taken the other deployment zone, with my sapper blue-tacced to the roof of the lone tower and the rest of the team hiding prone behind pillars in the locations my opponent ended up putting standing riflemen. I could probably have also hidden the Dragao in the lee of the tower - or maybe stacked it and and the sniper vertically, at least against whatever angle his Squalo attacked from.

    Another possibility would be to hard castle on either table edge and suck up the risk of grenades. My own experience with the Squalo is that a first turn artillery bombardment typically spends eight orders and does more damage to your opponent's morale than their actual army, and even if my opponent had still scored as many crits as he did I would likely have had the Dragao at least intact, if little else.


    Speaking of, the Squalo-as-Dragao in question:

    IMG_20170709_093412.jpg
     
    #4 RobertShepherd, Feb 9, 2018
    Last edited: Feb 9, 2018
    Scactha, barakiel and volgo like this.
  5. WonderSlug

    WonderSlug Member

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    Holy Shit! That's sweet!
     
    RobertShepherd likes this.
  6. WiT?

    WiT? Well-Known Member

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    Cool writeup, and a timely reminder about the shenanigans people can pull with TAGs and buildings (with or without an access door). Can't help but notice the rooftops on those boards - the prize winning board is the only one that had much vertical rooftop cover. I doubt that was a coincidence...
     
    RobertShepherd likes this.
  7. moxtron

    moxtron Member

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    I tested an adaptation of your 1. list to include a new spec ops today, in a game of the grid.
    it was very refreshig to play a differend list from what i normaly play and it was worth the try having close to 20 regular orders definently helps in a mission with 9 objectives to forward observe
    a model i normaly tend to avoid (guarda) relay shined.
    i played against toha and the eclips granades helped me cover some firelanes to advance up the board.
    still impressed how nasty a spitfire bulleteer is.

    oh and great report of your games and the thought process that you had in your games
     
    ChoTimberwolf and RobertShepherd like this.
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