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Foreign Company – Report In!

Discussion in 'Foreign Company' started by MikeTheScrivener, Apr 8, 2019.

  1. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    So the army has been out for a couple of weeks now, has anyone gotten a game in? What list did you use? what worked and what didn't? Are you seeing any neat tricks to utilize or any holes in our defenses to look out for?

    I'll start! I played a game of Quadrant control over the weekend against Shasvasti

    Here was my list:

    Foreign Company
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    LAXMEE Hacker (UPGRADE: Maestro) Submachine Gun + Pitcher, Cybermines, D-Charges / Pistol, Knife. (0.5 | 34)
    KAPLAN Spitfire / Pistol, Knife. (1 | 28)
    KAPLAN Doctor (MediKit) Combi Rifle, Blitzen / Pistol, Knife. (0 | 27)
    KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54)
    SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
    SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
    CSU Breaker Rifle / Pistol, Knife. (0 | 12)
    CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
    CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
    BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)

    GROUP 2[​IMG] [​IMG] [​IMG]3 [​IMG]2
    PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
    ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
    ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    6 SWC | 300 Points

    Open in Infinity Army

    I won the roll and elected for set up, my opponent chose to go first. I expected a speculo as my opponent's reserve drop and tried to deploy accordingly. My Securitate link team was set up in the middle, but a little to the left, so the FB was facing a fire lane and everyone else looking at each other. The Haris was on the right, deep in my DZ with everyone looking at each other. Pathfinder was on the far left ready to approach a mess of three camo tokens, the Brawler had a great perch on a building that reached into my close left zone and started prone. The zeros were on both sides hunkered in. His reserve was a TR bot looking at my FB and mine was the Kriza who deployed center, ready to react either way.

    His first turn was spent blowing up my Securitate with his TR bot with marksmanship, thanks to victor messer. He dropped a Cadmus in on the same building as my brawler, who reacted to the correct decoy and blew him up before he could even hatch. His last moves were moving some camo tokens up his Haris of a Gwailo, victor messer and an M-drone. He also killed both of my warcors who were standing on top of buildings.
    I started my turn by moving the zero and deploying a repeater. Laxmee hits Victor messer with Maestro and he goes NWI. Laxmee hits him again with a brain blast and he dies. My Kaplans and Laxmee creep up and get within 24'' range of the TR bot. I punk him with my spitfire. The rest of my orders are spent retreating the Haris, moving the Kriza up and shooting an M-drone, and deploying an E-mauler with my zero for some defense.

    His second turn he triggers the e-mauler with his grail and tries dodging. fail. He then rolls a 7 on his save. fail. The Gwailo is now stuck. He moves his LT up and kills my revealed Zero. He creeps a camo BSG around and manages to hit my whole haris who practically lined up for this. 3 orders later, Laxmee, and the doctor and both unconscious, the spitfire passed both of his saves, and the Kriza missed 2 normal rolls in ARO. He retreats with his shrouded.
    My second turn, I count my lucky stars that my Spitfire survived and went to town on his now immobilized Gwailo. I hit him 3 times. he saves all of them. I hit him 3 more times. He saves all of them. I hit him 4 times. 1 wound. one more volley and he is finally crit off the table. My brawler springs into action, he removes the Shrouded. He moves and can't now see his LT and another camo token. I discover shoot and split my burst on them both. the camo token elects to do nothing in ARO. I make my discover and kill both his LT and CoC guy in one order.

    His third turn he starts in retreat and can't really do much. The game ends.

    Overall I think my list worked pretty well – on top of some decent rolls and luck. It sort of felt like I was just playing a really solid Nomads list. I would have liked the KRiza to see a little more action but it isn't a big deal – Just because of the nature of half of his list starting up the board the spitfire kind of outclassed the Kriza. My core team didn't do anything, other than die of course. I didn't really expect that breaker rifle to help very much – a lot of his big pieces have a lot of BTS.

    How are you guys feeling about Foreign Company? After spending some time in Army I'm feeling a lot better about them. I was really disappointed at first but I think I'm getting into the swing of it.
     
    barakiel, Cthulhu363, volgo and 3 others like this.
  2. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower
    Warcor

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    Thanks for the writeup.

    Other than the positioning error leaving them vulnerable, how did you feel about the Haris?

    And the Brawler MSV Sniper, did you feel like it was worth the investment or could you have done without?
     
  3. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    Really great – the spitfire fills a nice gap left by the Kriza. They compliment each other nicely, the Haris is able to kill enemy hackers and close assault pieces, which normally the Kriza would be afraid of, while the Kriza can take out anything that halts the Haris' movement and can allow them to get close.

    This is a tough question. Nomads, Ariadna, YJ, these are the most popular armies around where I play so a lot of smoke and camo. I value MSV2 pretty highly and try to bring at least one in every list.
    He was pretty threatening against Shas camo tokens – granted I didn't even stand him up until both of my opponents HMGs were dead. Had I not made my discover roll or landed my shot and ended the game early he was in a pretty good position to get free rolls on any camo token that could try and engage my Kriza or link team.
     
    AdmiralJCJF likes this.
  4. Swordbrethren

    Swordbrethren Member

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    This is a list I used about two weeks ago will playing Annihilation. It's the last mission of an Escalation Tournament we will be having over here soon. I also have to say that my opponent didn't have time to read and check a lot of the new profiles at the time that we played. My opponent was playing Morats and wanted to try out the new linked Autocannon's

    Annihilation
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]9 [​IMG]1 [​IMG]1
    KRIZA BORAC Lieutenant (360º Visor) Mk12, Submachine Gun / Heavy Pistol, CC Weapon. (0 | 64)
    VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)
    SEÑOR MASSACRE Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 29)
    LAXMEE Hacker (UPGRADE: Maestro) Submachine Gun + Pitcher, Cybermines, D-Charges / Pistol, Knife. (0.5 | 34)
    HANNIBAL (Chain of Command, Strategic Deployment) Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 37)
    BOLT Spitfire / Pistol, Knife. (1.5 | 23)
    BOLT (Fireteam: Haris) Boarding Shotgun, Drop Bears / Pistol, Knife. (0 | 19)
    BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)
    BOLT (Chain of Command) Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 27)
    BAKUNIN ÜBERFALLKOMMANDO . (0 | 24)
    [​IMG] CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 21)
    [​IMG] x3 PUPNIK DA CCW. (0 | 3)

    GROUP 2[​IMG] [​IMG] [​IMG]4
    BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
    ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
    ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
    SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15)

    6 SWC | 400 Points

    Open in Infinity Army

    My opponent won the roll and decided to go first, so he was also the first one to set up his army.
    I deployed a zero to each side, with their mines looking at a lane each. My Securitate was tucked around a corner of a building as she became my Datatracker and the Brawler was in cover while having line of sight down the lane on my right side.
    On my left side, I deployed a Bolt Haris with the CoC and Sniper next to a building, with the sniper in cover looking down the left lane of the table. The A-team was deployed in the middle of the table with Valkyrie covering the left side, Massacre covering the right side, Hannibel and Laxmee where covering the exit of the building in the middle and the Bolt was standing on some sort of balcony of the building. The Chimera and her little friends where in a building on my right side and my Kriza was at the far back, as that was the only safe place I could place it at the time.

    His first turn was spent killing my Brawler with Raktorak and a Daturazi link team. Next turn was spent moving up as Massacre dropped some Ecplise grenades at his feet. After that the managed to dodge the mine I had placed. Next turn was spent moving move up and my Zero placed a mine. Here they kinda failed. Only one managed to dodge. Two managed to make there armour roles and Raktorak and another where killed by the mine. The Zero died in the end. With thee left, he had enough movement to bring one Daturazi in CC with Massacre. At was at this point, that my opponent found out that he ran in to a character with Natural Born Warrior. They where stuck there for the rest of the turn. Now he decided to take out mine Bolt sniper with his Kurgats, I did not end well for the Kurgat. Next up was a Sogarat with AP HMG. He walked away with one wound. It took the Full Auto Feuerbach Sogaret to take down mine Bolt Sniper. With her down, he decided to move everything up for the next couple of turns. He did managed to run a Krakot in to Valkyrie and found out that she also had NBW. It died thanks to Berserk crit. Valkyrie made her amour save.

    My first turn, I used an order to cancel the extreme impetuous of my Chimers as I wanted to position them better. This ended up with two of the eating a grenade. Next couple of turns was spent killing the Daturazi's with the Chimera and her little friend. Spent a couple of turns trying to kill the Full Auto Sogaret with a Zero, ended up with only causing one wound and a alive Zero. Rest was spent moving the A-team in to a better position and advancing the Chimera.

    His seconded ended up being grenades galore. Managed to kill my Chimera with grenades and spent the rest of the time moving some stuff up and trying to grenade the A-team with a Krakot. Only Laxmee went down in the end. Bolt with the Spitfire managed to kill a Oznat that was moving up.

    In my seconded turn, I moved my Zero and Securatite to my main group and spent some orders to kill the Full Auto Sogaret with my Zero. It finally went down. Rest of the time was spent reposting the A-team to get out of ideal grenade position. It was at this time, that I remembered I had ecplise grenades and made a path for my kriza to finally move up.

    His last turn, be brought the Sogarat back with an auto-mediket, tried to grenade the A-team for a bit and move his last Krakot up to kill my Kriza. It was killed by Massacre in the end.

    My last turn, was spent moving up and trying to kill the damn Sogarat again. Massacre went down to a grenade thrown at Valkyrie, but he got better in the end. Valkyrie finally managed to kill the damn Sogarat.

    Coming from armies that have no smoke or just one unit with smoke and suddenly having access to eclipse grenades was fun. I quite liked this list. It has enough firepower and ways to move up the table. Massacre, Valkyrie and the Chimera's are deadly when it comes to CC. This came in very handy when I had to face my opponents CC specialist. I was also pretty lucky when it came to some of my dodge and armour saves in this match.

    I quite like Foreign Company. It has some of the shooting from PanO, fun stuff of the Nomads and the A-team is also pretty good.
     
  5. WiT?

    WiT? Well-Known Member

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    How did you feel about the A Team assault squad? It looks super cool but I can't get over all my other experiences with aggressive five man links - ie, they just die.

    Can I just say that I am absolutely sick of all these stealth edits from CB?
     
    oldGregg likes this.
  6. Swordbrethren

    Swordbrethren Member

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    I found that making use of Massacre's Eclipse Grenades when you move up, helps a lot. Spec firing grenades on 10 is decent. Knowing with which model to attack something, helps. If you are close range and only got one model to deal with, use Valkyrie. With NWI and Total Immunity, she can tank a lot if she is in cover. Both Massacre and Valkyrie are deadly in CC. Laxmee is a pretty good hacker, having access to a lot of programs. Hannibel is decent. Being able to deploy a whole link team pretty far up the table, with ITS 10 rules is pretty nice. You will have to spend less orders to move the team up and to get everything in their preferred range band. After that, it's a matter if you want take a Bolt or a Orc. Both have their pro's and con's.
     
  7. OneFancyLad

    OneFancyLad Member

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    As long time forum lurker, I actually can contribute something here. I've been trying to test out a few lists and refine something that works. One of my goals is to utilize the sectorial to do stuff that can be done in ForCom that isn't exactly replicated in another sectorial 1-for-1 that would argue just playing the other sectorial. Here's my starting list:

    Foreign Company
    --------------------------------------------------

    GROUP 1[​IMG] [​IMG] [​IMG]8 [​IMG]2 [​IMG]1
    SECURITATE HMG / Pistol, Knife. (1 | 21)
    SECURITATE HMG / Pistol, Knife. (1 | 21)
    CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
    CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
    CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
    CROC MAN (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)
    ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
    BAKUNIN ÜBERFALLKOMMANDO . (0 | 24)
    [​IMG] CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 21)
    [​IMG] x3 PUPNIK DA CCW. (0 | 3)
    JÄGER Submachine Gun + E/Mitter / Pistol, Monofilament CC Weapon. (0.5 | 18)
    AKAL COMMANDO Spitfire / Pistol, E/M CCW. (1.5 | 28)

    GROUP 2[​IMG] [​IMG] [​IMG]5
    LAXMEE Hacker (UPGRADE: Maestro) Submachine Gun + Pitcher, Cybermines, D-Charges / Pistol, Knife. (0.5 | 34)
    ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
    PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21)
    [​IMG] AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4)
    PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
    SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)

    5.5 SWC | 300 Points

    Open in Infinity Army

    I played this into The Armory. Primary concept was to let the Uberfallkommando run up the field to either get rid of some orders or take out a big threat. I was up against a Corregidor player with what I consider a standard mix of Corregidor flavor: MB fireteam with HMG, BS, and 3 Alguacils (1 paramedic), 2 jaguars with chain rifles, a Moran, daktari, intruder with HMG, Bandit with BS, Wildcat with Spitfire, Tomcat engineer, Valerya, and a warcor.

    Deployment
    Lost the roll off, but deployed and went first. The board had a lot of large building and alleyways. I set up the Securitate link team as an ARO piece. I managed to get the HMGs to stack up (one on a ledge, the other in the street) so if they reacted, they would do so together. One other thing in my list: three minelayers, plus deploying the Crocman and Zeroes in the marker state, makes for a really interesting shell game. I wasn't as worried about infiltrators this game due to the Exclusion zone, but I wanted to be ready just in case there was a rush-down (like what I was planning). The result is 6 markers on the up-and-down the field. I set the Peacemaker up on the flank, the pathfinder on the other, and held back the Uberfalls and put my Jager and Akal in reserve for later.
    My opponent hid his main fireteam behind one of the larger buildings so I couldn't eliminate them first turn, flanked up the Moran on one side (near the Peacemaker) and the other side with a jaguar, two marker state models, and the Wildcat. The daktari and other jaguar speed bumped in the middle in front of the MB fireteam's building.

    Turn 1: Foreign Company
    I put down my Uberfalls to chase after the closest marker state model. It had to be either a Bandit or an Intruder. Given it was close, my money was on bandit. The other closest model was the wildcat nearby to it, another great target early. The Uberfalls made their approach throwing eclipse smoke on the way until I managed to get the marker in the cloud. Both the goat and lion made it into base-to-base: Bandit revealed. They smashed him pretty good. Eyes turned to the wildcat who would be a problem if lost smoke right in front of him. I tried to change it up and use the Cube Jager to airborne infiltrate from the side. I was just outside of his deployment area. Sliding in, the Jager scored a hit but didn't kill the wildcat. I repositioned the Peacemaker forward twice, ended up too close to a koala and died ::sad face::. I moved up the Pathfinder near the door of the objective room and went into Suppressing Fire in case the doors opened.
    Turn 1: Corregidor
    My opponent spent his turn trying to remove the Uberfalls from his frontline. The Wildcat was in view of HMG Securitates, but I didn't notice it on the first shot. Second order they reacted. He tried to kill one of the pupniks and put shots into the Jager. Two orders later, a pupnik was down, the Jager was down, and the wildcat was down from AROs. The intruder revealed nearby to take out the uberfalls: dodging and eclipse smoke got in close until I could engage. Hugging the intruder, a nearby jaguar joined the fray. The intruder tried to CC his way out, Pupnik killed him. The Jaguar however wrecked the goat Pupnik. He tried to chain rifle the lion Pupnik but it dodged to engage. One more attempt to fight his way through the Pupnik failed the Pupnik put him in the dirt. Out of orders for his main group. He shuffled a few other models around and ended his turn.

    Turn 2: Foreign Company
    The Uberfalls ran straight into the Daktari. Wrecked the poor doctor. At this point, I'm all the way over his side of the board. I started moving in on the MB link team. I ended up sticking my nose too far out. The Alguacile reacted with a great shot and killed the Chimera, ending their reign of terror. The Crocman in marker state moved up to the door of the objective room. The Pathfinder moved up to open it. A koala was nearby so I didn't want to get too close, but being a marker helped out. Got to a panoply, found a Breaker Rifle. Sweet! Set up in SF mode inside the room. I moved the Pathfinder inside to do the same along with a Zero who made his way to the door frame for extra cover. Shot up the other koala. SF mode all around for the Pathfinder and Zero.
    Turn 2: Corregidor
    The Tomcat came in. He started around a corner where the Crocman could see him. Face-to-face killed the Tomcat. Then we realized I had made a mistake with positioning: I had stupidly set the Crocman with his back the wrong door. The other Jaguar moved up, smoked him, then shanked him in the smoke. Chain rifle ripped up the pathfinder from the smoke. He got to the panoply for an adhesive launcher. More shuffling models as the Uberfalls had done their best to limit the number of orders he got after taking out roughly 5 models over the course of 2 turns. My opponent scores 1 point for holding the room at the end of the Round

    Turn 3: Foreign Company
    I have to get into the room and hold it down. There's a pain train coming to town, and the station is the Objective Room. The fireteam moves up, rocks the jaguar out of the room. I set up both doors closest to me with an HMG each and one with an extra CSU. The Zero tries three times to get something else out of the panoply to no avail. I have swing around the room to drop two mines and call it my turn.
    Turn 3: Corregidor
    You hear that whistle blowing? That's the pain train. What proceeds is a meat grinder between the MB with the HMG and the Securitates HMGs. The train takes out one HMG but loses a wound in the process. He ventures too close the door, triggering both mines, but kills the other HMG. The CSU and Zero have to hold it down now. The link breaks thanks to the mines killing the HMG. The paramedic tries to heal him (fails), but gets in LoF of the CSU, who crits. The boarding shotgun rolls through. Kills the Zero and takes a light shotgun from the CSU. Face-to-face again with the CSU: CSU crits again. Last chance to get into the room is the Alguacile. He's far out, so its either run in to dominate and weather the shot, or try to kill the CSU and win on the 1 objective point. Face-to-face shots, the CSU wins the roll thanks to cover.

    The game ends with no one in the Objective Room. However, I scored my Classified objective. The game ends 1 point each, but my opponent is left with a Warcor, a Moran, and Hacker, while I still had 3 CSU's, Laxmee, and Zero that watched the whole game with my LT Securitate. I also realized later that if I had dodged on the last shot instead of shooting, I could have dodged into the room and scored at the end of the game. Oh well.

    Analysis
    Overall, I'm really happy with this list. It has 6 specialists, gets up the board fast, has a smoke option that can create a real panic, can outflank with the Akal and Jager, and has a few template options for when the going gets tough. There's no major bruiser model, but it also means I'm not hinging on one loss throwing everything for a loop. The Uberfalls were incredible. For their points, I can't recommend them enough. My opponent had a really balanced list, which I think this list plays against well. I can actively avoid defensive pieces, like the Moran or Intruder, without much sacrifice. I could have played around the room better, but that's learning the scenario (first time playing Armory). I think if I bumped up against a heavy defensive list I'd be in trouble.

    Another thing I noticed: this list likes to go first. Setting the pace seems to be conducive to getting ahead.
     
  8. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    Welcome to the Forum!

    Really nice write up! I'm happy to see your Uberfall run such chaos on your opponent's force.
    A couple things:
    - Why take 2 HMGs on the Securitate? I would suggest turning at least one of those into a Feuerbach. Better ARO and can blast that armory door down.
    - You can only get into B2B with a marker if you discover it first
     
  9. OneFancyLad

    OneFancyLad Member

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    Thanks. The Uberfalls are hard to ignore once they break through the frontline.

    The concept was to create a cheap ARO team that could respond with 4 shots, and also create redundancy within the unit in case a shot did go through to one of the HMGs, I could still make a 4 man active turn team effective. The alternative does include the Feurbach to create threat variety. I want to test the double HMG version first. Both options are 1 SWC and a single point difference. It worked pretty well for what I wanted it to do. Next incarnation will be the Feurbach to see which I like better.

    Ah, I see it in there now. We played it wrong, but I'll know for next time. I'm still relatively new to the game as well, so some of the rules I'm working out the nuances. It is kinda funny they bold "base-to-base" in the cancellation section of the rule, but not in the first section where it says 'nope'.
     
  10. SuperD

    SuperD Well-Known Member

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    I played a game of Show of Force against Tunguska the other day. It wasn't a great representative game as one of the feurebachs crit'ed his salamander to death on ARO. With that lucky roll, the rest of the game was much easier. However, I can still touch on a few things that worked as I hoped.

    The list I brought (not really an "all-comers" list as it's short of specialists):

    Foreign Company
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    IGUANA HMG, Heavy Flamethrower / . (2 | 71)
    [​IMG] IGUANA OPERATOR HMG / Pistol, Knife. ()
    SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
    SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
    SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
    CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
    CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
    CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
    DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
    CROC MAN (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
    LAXMEE Hacker (UPGRADE: Maestro) Submachine Gun + Pitcher, Cybermines, D-Charges / Pistol, Knife. (0.5 | 34)

    GROUP 2[​IMG] [​IMG] [​IMG]3 [​IMG]2
    ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    5 SWC | 300 Points

    Open in Infinity Army

    The good:
    - CSU's provided a lot of utility. He went first and put two remotes and a heckler in the mid-field. So in my first turn, I didn't activate the Iguana, instead one of the CSUs went up and cleared the mid-field with shotgun and nanopulser. Very nice toolkit for a cheap order generator and with three of them in nearly all my FC lists, you always seem to have one available where you need it.
    - Once the remotes were dead, the Iguana activated the next turn. I don't use TAGs often but I'm always amazed at their speed. I know that Kriza is more points efficient, but TAGs are so, so FAST and can just hurdle straight up the flank, ignoring all sorts of terrain that would normally be a problem. 4 orders the Iguana was in his DZ, killed his puppetmaster datatracker, the rest of his link team, then 3 more orders and it was back in my DZ.
    - Crocman was great as always for a last turn objective grabber. One order, reveal then jump and objective secured. It's lucky the stempler went after the zeroes rather than scanning for hidden models!

    The bad:
    - I forgot how powerful the stempler zond + mary problems combo can be at clearing out mid-field camo hackers. He moved up with a coordinated order with a heckler jammer which just forces all sorts of bad decisions for your poor zero. I need to keep the zeroes well out on the flanks against nomad players.
    - Laxmee didn't activate all game. I think I may need to include a Peacemaker or sensor bot of my own to give her a hacking portal to use. You *can* use the Iguana's repeater, but normally he tries to stay 32" away from every other model!
     
    #10 SuperD, Apr 18, 2019
    Last edited: Apr 18, 2019
  11. OneFancyLad

    OneFancyLad Member

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    Got another game in with a different style list. Here's the breakdown:

    GET IN THE VAN
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8 [​IMG]2 [​IMG]1
    BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)
    BOLT (Fireteam: Haris) Boarding Shotgun, Drop Bears / Pistol, Knife. (0 | 19)
    BOLT Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 22)
    HANNIBAL Lieutenant (Strategic Deployment, Strategos L1) MULTI Marksman Rifle, Nanopulser / Pistol, Knife. (0.5 | 41)
    LAXMEE Hacker (UPGRADE: Maestro) Submachine Gun + Pitcher, Cybermines, D-Charges / Pistol, Knife. (0.5 | 34)
    SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26)
    VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)
    BOLT Spitfire / Pistol, Knife. (1.5 | 23)
    BAKUNIN ÜBERFALLKOMMANDO . (0 | 24)
    [​IMG] CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 21)
    [​IMG] x3 PUPNIK DA CCW. (0 | 3)
    JÄGER Submachine Gun + E/Mitter / Pistol, Monofilament CC Weapon. (0.5 | 18)

    GROUP 2[​IMG] [​IMG] [​IMG]2 [​IMG]1
    PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
    CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

    4.5 SWC | 300 Points

    Open in Infinity Army

    We played into the Armory again due to it being a scenario in a local tournament coming up. My opponent was playing JSA. I don't recall everything in his list, but the basics were 2 ninjas (one killer hacker, other just tactical bow), the combi rifle Total Reaction remote, a Rui Shi, Doctor with a servant, Engineer, Kempei w/Spitfire, 2 domaru (chain rifle, spitfire), Yuriko, and roughly 6 keisotsus that were all Forward Observers. I believe his list concept was build a fireteam with a bunch of specialist cheerleaders that could also help re-form the team to keep it moving, utilize the special weapon models as leaders to plow through while using the remotes as support to cover the approach. Not a bad plan, but you'll see what happens in a minute.

    The goal of my list was to get up the table as fast as possible and establish a firebase at the midway point. This list doesn't exactly do that well with the Exclusion zone, but if I could go first, I might be able to set that up anyway. The Bolt Haris operates as a defensive link until the sniper falls, then just rolls forward to place Drop Bears and shotgun rounds. The "A-Team" is going in mid to late game to clean house once the enemy forces start coming into objective play. Of course, the Uberfalls are doing the same thing as last time: run up, kill things, force orders to get rid of them.

    Deployment
    I win the roll off. I go first. My opponent gives me first deployment and a decent deployment option. With the bulk of my forces having Forward Deployment, I'm pretty much up to where I want to be. I station the sniper team up with two good fire lanes, and the A-team on the right flank with Massacre and the Spitfire slightly exposed to react if needed. I hold the Uberfalls back and keep the Jager off the board. My opponent I think was a little gun-shy. He deployed way back in his zone with only two Keisotsus peaking out on either flank and the total reaction bot guarding dead middle with no exposure to the flanks. Uberfalls drop in on the left flank.

    Foreign Company Turn 1:
    My opponent takes two orders from my main group. Uberfalls are directed straight up the left flank towards a Keisotsu. I'm nervous that I might run head first into a ninja so I take my time setting up eclipse smoke. I make sure to use the Strategos L1 to get an extra order into them too. I block off fire lanes to my first target. Wreck 'em. More grenades go out as I climb on top of a small building that has behind it both remotes, a domaru, and keisotsu. I smoke drop on the group of them so they'll be covered. The pupniks move in: one gets Electric pulsed by the servant bot, one kills the domaru, and the other takes a wound from the remote. I get the chimera involved: she helps kill the keisotsu with the pupnik, which then moves to the remote to kill it while the chimera back up a little to get a view of potential counter-attacks next turn.

    If it sounds like I burned all my orders in my main group to pull this off, its because I did. Total, I managed to two Keisotsus, a domaru, and the Rui Shi. With the chimera and one pupnik still in his deployment zone, there's no way he can't address that unless he wants it to happen again next turn.
    My CSU got enhanced movement (8-4), so i rocket him towards the door. I flip the irregular order from the warcor, get in the objective room, and try for a panoply but fail.

    JSA Turn 1:
    His main objective is to rout the uberfalls. He pulls together a fireteam lead by the character Keisotsu, the chain rifle Domaru and three keisotsu. First set of shots I try to smoke/dodge but one connects: armor save on the Chimera passes. He moves the team up again, I realized he was likely in range for the nanopulser: slapping down the template catches FOUR models (the domaru, the character, the total reaction remote, and the engineer). The engineer, remote, and character go down but the domaru saves. The chimera falls to the character's shots, but has more than made an impact. His remaining orders involve the doctor healing the engineer, who in turn fixes the remote, reforms a team and heads towards the objective room. He sees the CSU and kills him, so no points for me this turn.

    Foreign Company Turn 2:
    The A-Team decides to join the fray. Massacre covers the approach from the flank with two good eclipse grenades. I had two options here: either run Massacre in with the boarding shotgun into like five models in a blaze of glory OR get close enough to a tall barrier and have Valkyrie hook some grenades over with some speculative fire. I haven't tried the grenade trick before so I give it a whirl. Two grenades over the barrier can hit the remote, the domaru who was wounded by the CSU, and keisotsu. Cool. This worked famously well, as none of them managed to dodge the templates. Valk throwing grenades goes -6 for spec. fire then +3 for range and +3 for 5 man fireteam, targeting her for a 14. They all die to the grenades. Massacre then leads the team through to blast the Kempei and another Keisotsu. They roll into the objective room, manage to pass a WIP to open a panoply, and station up.

    JSA Turn 2:
    At this point, I think my opponent has 4 orders on the table, in Loss of LT, and is close to Retreat. His orders are split, but he still has two ninjas. converting some orders into Regular, he pulls up the killer hacker. It gets in range and kills Laxmee. It moves to the door frame where Massacre reacts: both roll a 4 and push the tie. The other rolls up to try for Massacre, but a smoke dodge stops him.

    Foreign Company Turn 3:
    My haris finally decides to do something. I have them gather up. I throw a Drop Bear into the Objective Room, right in front of the door with the ninja looking at it. I keep them rolling towards the other ninja where the sniper manages to crack him with a DA shot, but dies to the parting shot from a Keisotsu. I active the big team: Massacre blasts the ninja but misses. The ninja scores a hit, but I save against it. However, the Drop Bear goes off and kills the ninja. I move my Spitfire bolt out of the room to stand base-to-base with downed domaru: I can see the keisotsu and blast him from range. I end my turn.

    JSA Turn 3:
    Definitely in retreat now. His remaining models can't get into position to influence the game, and he ends his turn.

    Foreign Company win. I scored the room twice (2), owned by the end of the game (4), got stuff from the panoply (2), and score my secret objective which was Capture (hence having the bolt touch the downed domaru at the end) (1).
    Final Score: 9 to 0.

    Analysis:
    Uberfalls are still a panic to deal with. If you having tried them yet, I highly recommend them. I thought I'd end up with too much redundancy by having the heavy fireteams, but it ended up being a huge boon. Being able to guide the Uberfalls in like a missile AND being able to take a huge team through as well is really strong. Valk was the secret weapon with the spec-fire grenades. Uberfalls still got the MVP by essentially taking out 7 models (even if some got healed/repaired later). They've been great to remove orders from my opponent and force them to burn orders on them to remove them. I like this list a lot, but it's better in a different scenario where I get access to the whole half of the table. Hannibal didn't really do much except give me the extra Strategos order and good deployment. Otherwise, he was a great supervisor. I also didn't use the Jager at all but I like having him in the back pocket still.

    This brings up an important question: what tactics are there to deal with eclipse smoke? I feel like its outrageously strong with few counters to it. Do you have to chalk up a few models lost to something like Uberfalls when you see it pop? Use mines? Hidden models with good placement? I might be crutching on them a lot to find success.
     
  12. Ignovus

    Ignovus Agent of the Trinomial
    Warcor

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    Just a quick note - Spec Fire reduces your burst to 1, even in a link (you do still get the +3 from a 5 man though). Otherwise, good stuff!
     
    OneFancyLad likes this.
  13. OneFancyLad

    OneFancyLad Member

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    Thanks! And thanks for the heads up on the burst. Still figuring out the nuances of the weirder rules, and I think spec fire is going to be handy in the future.
     
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  14. Ignovus

    Ignovus Agent of the Trinomial
    Warcor

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    For sure - being able to start regular Grenades, E/M Grenades, Drop Bears, and Eclipse smoke near the middle of the table should give pretty ample opportunities to use Spec Fire.
     
    OneFancyLad and Golem2God like this.
  15. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    This past weekend I played in a tournament using FC – I came in first and plan on doing an in-depth write-up over the next few days! I'll post my lists used and my strategy behind them – I have so many ideas for future games with these guys!
     
    volgo, barakiel, Cthulhu363 and 5 others like this.
  16. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    This past Saturday, the 20th, I participated in my local tournament at Maplewood Hobby in Maplewood NJ. Great store if you ever get the chance to check it out. Anyway – we played a three round tournament:
    • Quadrant Control
    • The Armory
    • Engineering Deck

    My first list I took for Quadrant Control/Engineering Deck:
    quad/engineering deck
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54)
    SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
    SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
    CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
    CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
    CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
    BOLT Spitfire / Pistol, Knife. (1.5 | 23)
    BOLT (Killer Hacking Device) Boarding Shotgun, E/Mauler / Pistol, Knife. (0 | 21)
    BOLT (Fireteam: Haris) Boarding Shotgun, Drop Bears / Pistol, Knife. (0 | 19)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]1
    DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
    ZONDBOT Electric Pulse. (0 | 3)
    PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
    BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
    ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
    ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    6 SWC | 300 Points

    Open in Infinity Army


    My second for Armory:
    armory
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
    CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
    CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
    SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
    SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
    VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)
    KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54)
    BOLT (Killer Hacking Device) Boarding Shotgun, E/Mauler / Pistol, Knife. (0 | 21)
    BOLT Spitfire / Pistol, Knife. (1.5 | 23)
    BOLT (Fireteam: Haris) Boarding Shotgun, Drop Bears / Pistol, Knife. (0 | 19)

    GROUP 2[​IMG] [​IMG] [​IMG]3 [​IMG]2 [​IMG]1
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
    DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
    BAKUNIN ÜBERFALLKOMMANDO . (0 | 24)
    [​IMG] CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 21)
    [​IMG] x3 PUPNIK DA CCW. (0 | 3)
    WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    6 SWC | 299 Points

    Open in Infinity Army


    Please note, When I usually post my FC lists here I almost always include the Laxmee and Kaplan Haris. I called an audible two days before the tournament and took Bolts instead just to give myself another order or two. I’m not sure if this was the right decision.


    – Quadrant Control –

    Round 1 I was up against Spiral – I’ve never played against them before nor had I even really read their rules in-dpeth. I won the LT roll electing for set up and he chose first turn. He plopped several camo tokens in his DZ along with a Triad I would soon learn was his main attack pieces, 2 Draal and an engineer (read Taagma with a Tri-core). Another camo token was put down in the midfield along with a hidden deployment trooper. Two Impersonation troopers were placed on a building that connected to another via bridge that stretched into my deployment zone on the left side. His reserve trooper was another hidden deploy. I decided to castle in my right corner. My Core link deployed on a building with the CSUs ready to run into the near zone, the FB overwatched the middle of the board. My zeros hunkered in the center and the right side. I had a decent position with the Brawler on a sniper post way in the back of my deployment zone so I stood him up there. The bolts deployed with FD1 in front of the rest of my list and tried to deter anyone trying to crawl too far up. My reserve was the Kriza, who was also my Datatracker, who deployed ready to flank far right. His data tracker was a Draal.

    His first turn was spent moving his main triad up and killing a decent amount. He activated the Stratus cloud, which admittedly, I was not expecting in the least bit. He went on the move up the center-right of the board and shoot my FB down, my brawler, my KHD bolt and my Spitfire. Losing that extra ARO burst on all those troopers hurt. Luckily I was able to strip the symbiomate off of the Marksmen rifle guy on a lucky shot. While he did try and cripple me turn 1 he left himself pretty vulnerable in the mid-field. He moved some camo tokens up with irregular orders and passed turn to me.

    The Kriza is a spider and the center of the board is his web. I moved the zero I deployed in the center of the board behind his triad and dropped a mine – if it explodes it would hit two members who aren’t the AP Marksmen rifle. I move the Kriza into position, slightly outside of 24 but no cover and open fire on the marksmen rifle Draal. The whole link dodges – I strip a symbiomate off of the other Draal and kill the Marksmen Rifle. I move the remaining bolt out of hiding and BSG the hell out of the now naked Draal and the Taagma. I spend the rest of my orders moving the kriza up putting him in the far right zone and the other zero laying mines to protect him. I shot up a helot along the way. Zones are 2-1 in my favor

    His turn 2 was spent moving another triad of baggage guys into a zone, moving a Camo marker away from me and revealing a Clipsos, killing my zero and taking out-of-cover-out-of-range shots at the bolt who kept dodging.

    My turn two was spent almost exclusively on the kriza again, killing a Kaeltar, another clipsos who revealed himself when I shot at a helot, and an Igao that I sensored. We tie on zones this time.

    Turn three was pretty non-interactive. He didn’t have enough orders or models to lock anything down and was going to be overrun by me no matter what. Turn passes to me and I do pretty much that – I don’t even really roll any dice, just move some troopers where they need to be.

    Game ends 9-1 in my favor


    I was kind of torn on the bolts this game. 2/3 died – arguably the more important ones. But the lone BSG came in clutch for me, I’m not sure if I could have said the same about the Kaplans – but then again if I took the kaplans I probably would have had my spitfire for turn 1. As expected, the kriza did a ton of heavy lifting.


    – The Armory –

    I love this mission! My opponent was playing OSS – an army I feel as though I don’t have a very good match up against. Regardless I took a lot of CC and will try and hold the room down that way. He won the roll and elected for setup. Normally I would just want to always go second in this mission but I didn’t want him putting marksmanship on the Dakinis and running amok. I deployed my link team watching the right side, kriza prone, on the left ready to advance, the Brawler in a nice position ready to shoot anything he can see and then overwatch, my Uberfall on the far right side and valk very close to the door on my side. The bolts went down one the right side of the building. My plan with them was to have the two non-spitfire members inside while the spitfire activated outside the building remaining in link coherency and still able to shoot things. He deployed his Dakini link (no sniper!), with an HMG and a Deva spitfire on the far right side, some netrods made their rolls, a camo token prone as far up as she can go in front of the door, a sophotect far back in the center, the HRL post human overwatching, a posthuman hacker near the dakini link, and a TO posthuman in hidden deploy.

    My impetuous order was spent moving up, one of my pupniks could be seen by the Deva on a really long shot. I throw eclipse to cover my future advance and the pupnik goes unconscious. I spend the rest of their orders moving into BtB with the door on my side and bashing it open. The brawler crawls to the edge of the building he’s on and blows apart an 8-point bot. The pupniks run into the room while the Chimera hangs back. “I love it when a plan comes together” – The KHD bolt and the BSG bolt run into the room whle the spitfire is able to move with safety under eclipse. He hugs cover and lights up the Posthuman HRL on the right – downs him in one order. I creep up the building some more, this time looking left and shoot at the Deva spitfire. Nothing happens for several orders. I finally kill her after the 4th,5th,or 6thvolley. I approach with no cover and can see the Posthuman Hacker, I kill him and dip back. My final order is spent throwing drop bears in the room. One of them goes down.

    He spends his first turn moving the Dakini link up, HMGing my Warcor and my Bolt on the left side of the rock outcrop he was hiding behind, then moving right around it to shoot my FB. For the first time in my FC career, the FB finally hit something! The Dakini goes Unconscious. The sophotect activates and moves up along side a palbot. The sophtect himself stops in front of the door to the Armory and his palbot fixes the HMG Dakini. The link activates again and BOOM! The FB lands another shot. I’m over the moon at this point. The TO MSR Posthuman reveals and shoots at my FB and nails him. He goes down as she repositions to get a better view of the armory.

    My second turn, I feel as though I’m in a tough position here – I cant let this sophotect live. I move intot he Armory with my impetuous order and bust down the door on his side. I throw eclipde and run into BtB with the Sophotect and murder him. Even though I kind of helped my opponent out by opening the door for him, I feel as though it was worth it because I didn’t want that Dakini getting back up and beside the Sohpotect would be able to open the door in one order anyway. The rest of my turn is spent moving the Kriza up, taking shots at the reaming Dakinis and then dipping back behind some cover and going suppressive to hit them as the advance.

    His second turn in spent shooting my Chimera with the Posthuman, killing her, and moving that camo token up to kill a Bolt and then attack the Kriza. He reveals Dart and we stalemate for several orders after he breaks my suppressive with a spec-fired EM grenade.

    Turn 3. I just try and lock down the room best I can. I move the remaining CSU members of my link into the room, killing Dart on the way, loot a panoply, and drop the Kriza back into suppressive.

    Turn pass to him. He moves his Shukra LT up trying to get into the room, kills a CSU, but gets gunned down by another CSU on a crit. The Dakini link activates, they run across the Kriza’s LoF, but with 6-4 mov there’s just too many of them and he is able to nab one of them as another runs out of LoF. The Dakini that made it across is able to kill another CSU, then spend his last order to get himelf inside the room, and split his burst on my remaining bolt and CSU. Kills both of them and then dies to a drop bear thrown turn 1! No one controls the Armory.

    Game ends 3-0 in my favor


    The biggest problem I have against OSS is their ability to retain orders. It felt like I killed so much but by turn 3 he still has a solid 7-8 orders. I cant imagine this game would have gone as well for me if I didn’t take turn 1. Maybe I over estimate the Dakini HMG but I don’t think it would have died to my FB had he full link bonus. I’m still unsure if opening the door on his side was the right call – in hindsight I could have just body blocked it with the Chimera and friends and spent more orders trying to kill the Sophotect/Dakinis a different way.


    – Engineering Deck –

    Oh god – we all have those games where we feel kind of bad for our opponent for disasters out of our control. This was one of those games. My opponent was playing Acon and I knew he would try and snipe the hell out of me. I won the roll and elected for setup because there was this good stretch of buildings on the left side that reached into the middle left of the board and I didn’t want him having that. He castled his link team of 3 regulars, 1 sapper MSR, 1 Bagh on building on my left side. He deployed a regular para with the Xeno in front of them near a button. A Bagh/engineer hari with an HMG went down on my right side of the table. A TR bot on a building overwatched the right side, two camo tokens in the mid field and his reserve was the Montessa para ready to take up the right flank.

    I figured this was going to be a tough game for me because of all of the mimetism, but even my opponent admitted at the end of the game, I outdeployed him – really hard. I placed my FB in such a way where I could see his Engineer right off the bat with no cover. It remained hidden from the snipers. The rest of the link went down on the ground floor near him. My brawler went prone on that building I touched on earlier. The plan was to kill the snipers with the Kriza and then advance with the brawler because he could see the cheerleaders prone on the building behind his ARO pieces. The kriza stuck out on the far left side ready to ARO that Montessa with safety. The 8-point bot accompanied him. My camo tokens went down on the right side and in the center – ready to push some buttons. The bolt spitfire deployed on a building with a decent view of the objectives if that pesky sniper died, with the remaining two bolts deploying near the objective on my close right side. My xenotech was attached to the Kriza.

    His first turn. He elected not to use the impetuous order on the Montessa. He knew he HAD to kill my FB. It had too much of his army on lock down. After all his moves were said and done – my Feuerbach IN ARO had killed: His Warcor, His Bagh HMG (he broke the harris so I wouldn’t get free shots), His TR bot, and a Naga. It was a bloodbath in the truest of sense. He pushed a button and dropped the scanner with his Para and passed turn.

    I spent my turn pushing a button with the bolts, killing that Engineer I had my sights on since deployment, and moving the Kriza up, dropping the scanner, and desperately trying to kill this sapper sniper. I fell unconscious, doctored, and eventually dipping back after having not killed him. It was a bummer but whatever. I placed a mine in the center room with my zero and hunkered down.

    Turn two, the Montessa ran up looking to kill the Kriza, tanking a shot from my flash pulse and moving on. He rounded the corner and BSGed the palbot trying to template them both, but taking an ARO from the Kriza. He rolls a 17 and 18 – because of mimetism he misses. The Kriza inflicts a wound with his heavy pistol. He then repositioned the bagh sniper, spending a lot of orders climbing down the building and removing the kriza. The para moves up and puts the Xeno in the bulding. I move my bolts up, trying to get a shot on this Bagh sniper who has no cover form their approach. I run into the reaming harris member who crits on of my BSG bolts. I kill him with the spitfire and try to unload on the bagh sniper – my spitfire goes down. Only one bolt is left. I reposition the FB and punk the Montessa.

    His turn 3 is spent moving everyone but the sapper into the room, killing the zero, pushing the button, and tanking the mine. The turn passes to me, I stand up with my brawler and try and shoot the sapper now unlinked. I’m killed. Too bad, that would have made my life easier but whatever. I climb down with my link, one of the members takes a shot from the sapper but makes both his saves. I ‘Bach two enemy link members and storm the room with the CSU’s who proceed to splatter everything moving with boarding shotguns. I push the button and the game ends.

    8-0 in my favor


    Jeez – the Feuerbach train just didn’t stop this game. Once it got rolling their were no brakes. I kind of had a feeling the game wouldn’t totally and utterly fall in my favor, luck seems to work that way. Where we’re lucky in one aspect but not another. The bolts were okay in the game. I’m unsure if the Kaplans would have helped a lot because of the MSV1 thrown around in his list. White noise would have been invaluable though, and I regret not taking Laxmee for that alone. Come to think of it, it would have helped a lot in my game against OSS aswell. I really enjoyed playing with these lists, theres some holes I’d like to address but that would require me to sit in Army for a little longer.


    OVERALL: I’m really enjoying FC – Though I have some greater thoughts on strategy and list building I’ll save for a later post and possibly thread by itself. This has gone on long enough!
     
    volgo, Remnar, Swordbrethren and 5 others like this.
  17. Swordbrethren

    Swordbrethren Member

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    Pretty nice write up. Seems like the Feuerbach in a Securitate link team is pretty strong, now if they only released the model for it this year........ Dislike having to proxy stuff. Looking forward to what you will write about the strategy and list building. I do know that you can make some effective lists for a 200 point game with Foreign Company. Having a core, haris and two loose models for a 200 points game is pretty nice.

    Here is a list which I made for a 200 points Supplies. It did not go so well for me, as I was kinda focussed on killing in the beginning and failing willpower rolls on a bolt. Got to love that PanO willpower sometimes……


    Sup

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


    [​IMG]10

    SECURITATE HMG / Pistol, Knife. (1 | 21)

    SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)

    SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)

    CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

    CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

    ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)

    KAPLAN (Fireteam: Haris) Spitfire / Pistol, Knife. (1.5 | 29)

    KAPLAN Engineer Combi Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 27)

    KAPLAN Doctor (MediKit) Combi Rifle, Blitzen / Pistol, Knife. (0 | 27)

    BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)


    4 SWC | 200 Points


    Open in Infinity Army


    The game did not go so well for me, as I was kinda focused on doing certain things at the time. This ended up with me missing certain things which were going on, on the table. Like a mine which was deployed during my opponents deployment phase and walking a link team conga line right in to it……….


    My opponent, the local Warcor of the area, was playing Spinal Corp.

    He had two Draal Saboteurs, (a unit I am staring to dislike because of the combination Stratocloud and Symbiomates), a Kaeltar, two Reex Escorts, (Who I still think, look like the grunts of the Halo series), a Kriigel Agent, a Clipsos, a Warcor and what I think was a Grief-Operator (did not reveal itself during the whole game). As far as I can remember, this was his list.


    The game started with me going first and my opponent getting deployment.

    I deployed the Kaplan haris team on my left side, the Securitate core team was deployed in the middle with the Zero near the right most objective. My opponent deployed his Draal Saboteurs (With Stratocloud and Symbiomates) and the Kaeltar on his right flank across of my Kaplan team. He also deployed his Warcor there. The Kriigel Agent and the Reex Escorts where deployed to cover his left flank, his Clipsos was deployed hidden near the centre objective and Bob was deployed near my Zero. I deployed my Bolt near my Kaplan team.


    Turn 1

    My first few orders were spent killing his Warcor and stripping of the Symbiomate, of one of the Draal Saboteurs which crawled away out of line of fire with my Bolt. After that, the Bolt moved up a bit and killed one of the Reex Escort. Rest of the turn was spent killing the other Reex Escort and the Kriigel Agent with my Zero. My opponents first turn was spent killing my Zero, and grabbing a supply box with his Clipsos and moving away with it to his DZ.


    Turn 2

    This turn was spent wasting too many orders. I moved my Bolt up near his HVT and tried to complete my secret objectives. Walking up and trying to compete them, took me 7 orders out of the 9 I had. Last two where spent moving up and trying to kill the Clipsos. Bolt ended up going down instead. My opponents second turn was spent moving his Draal Saboteurs and Kaeltar up, grabbing a supply box and walking back to his DZ.

    Turn 3

    Only unit that could do anything to make sure that I still had a change of winning, was mine Kaplan team. I had to spent to many turns trying to force down one of the Draal Saboteurs, so that they could move up. I manged to move them up and right in to a mine, which I had missed…… Killing my spitfire. All that was left, was moving my doctor up and trying to kill everything which was carrying a box. This all failed.

    Game ended with 5-2 for my Opponent.

    Some thoughts on the game

    Found out that if I had moved my Zero and taken a shoot at his Kaeltar, instead of recamoing, I might have put my opponent in LOL at the start of his first turn. So trying to kill as much as possible in the first turn, could work. I lost the game in my turn 2, by wasting too many orders to do my objectives. I should have gone for the supplies instead.

    While I did make some mistakes in this match, I quite like this list. It has some nice specialist in there and having two link teams in a low point match is pretty nice. It means that you will still have some nice options left if you decided to go and Rambo with one of your solo units.
     
    Cthulhu363 and MikeTheScrivener like this.
  18. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    Great write up dude! I feel you on having to deal with stratus cloud and symbiomates – what an irritating combination. I'm really digging your list, I would find room for a defensive option in there though. It's also worth noting that Avicenna is the same points cost as the Kaplan doctor and 2 Kaplans and Avicenna is a valid haris option. While she loses mimetism and a point of BS she gains a point of WiP, a +3 to her doctor roll, 6-2 mov and NWI. She also gets a decent ARO option in the form of a WIP15 flash pulse. To me, that's worth it!

    I always try and stop myself from getting tunnel vision trying to make a specific roll or kill an enemy model – it happened to my Kriza and it almost cost me the game. It's important to remember there are always other objectives on the table to complete so if something isn't working – don't force it.
     
  19. Solar

    Solar Well-Known Member

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    I'm struggling to make lists with FC I gotta say

    They're on my list of shit to play and I can make relatively powerful lists with Zeros, Crocs, Kriza, KTS Haris etc but I'm interested in seeing how you guys are getting work out of the characters.
     
  20. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    That's... a bit of a trap, imho. The characters are decent – but take too many of them and you end up with a list that has no real SWC weapons of value. Orders are another issue – everything in FC is kind of expensive and the characters are no exception.

    That being said, the Haris options fro both Laxmee + KTS, and Hannibal + Bolts are really good and cost effective. I would even feel comfortable running Valk or Laxmee solo. Since last weekend was a tournament for me I'm going to write a more casual list for my games this week. Expect a list and Battle Report of the 3 ORCS+Valk+Avicena link!

    TL;DR The characters are good – just really expensive. A single list usually can't include them all and still function properly