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MO vs CJC - 20x20 (Occupy Buildings)

Discussion in 'Battle Reports' started by Stiopa, Feb 13, 2019.

  1. Stiopa

    Stiopa Trust The Fuckhead

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    After a timeout I've taken reworked MO for a spin against Errhile's Corregidor. I was stepping in for another player and I've had no idea what the mission will be, but I've decided to go with a strong fireteam around Father-Knights and Santiago, with obvious Joan Lt. and some support elements:

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

    [​IMG]9 [​IMG]1
    JOAN OF ARC Lieutenant Spitfire, Nanopulser / Pistol, AP CCW. (1 | 51)
    KNIGHT OF THE HOLY SEPULCHRE (Chain of Command) Spitfire / Pistol, DA CCW. (2 | 56)
    FATHER-KNIGHT Missile Launcher / Breaker Pistol, DA CCW. (1.5 | 49)
    FATHER-KNIGHT Boarding Shotgun / Breaker Pistol, DA CCW. (0 | 43)
    KNIGHT OF SANTIAGO Hacker (Killer Hacking Device) Combi Rifle, Nanopulser, D-Charges + 1 TinBot A (Deflector L1) / Pistol, DA CCW. (0 | 38)
    ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15)
    ORDER SERGEANT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
    MACHINIST (Father-Engineer) Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)
    PALBOT Electric Pulse. (0 | 3)
    TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    6 SWC | 298 Points

    Open in Infinity Army

    My opponent went with a Limited Insertion list as well:

    Jurisdictional Command of Corregidor
    ──────────────────────────────────────────────────

    [​IMG]9 [​IMG]1
    GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
    [​IMG] GECKO PILOT 2 Assault Pistols, Knife. ()
    GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
    [​IMG] GECKO PILOT 2 Assault Pistols, Knife. ()
    INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
    WILDCAT Heavy Rocket Launcher / Assault Pistol, Knife. (2 | 20)
    WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25)
    WILDCAT (Number 2) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 20)
    WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19)
    WILDCAT Boarding Shotgun, Stun Grenades, Deployable Repeater / Pistol, Knife. (0 | 17)
    BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
    LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)

    4.5 SWC | 300 Points

    Open in Infinity Army

    Nomads won the initiative and chose deployment; our main objectives were a trio of buildings; one in the center, one in the middle of their deployment zone, and a warehouse on the left flank of my side of the table. I've deployed my link team roughly in the center, with a room to maneuver as needed. Fugazi and Sepulchre (masquerading as a Trauma Doc) went on my left flank, while Machinist and Tech Bee on the far right (they were later joined by Joan, which I kept in reserve. Enemy Geckos were deployed a bit to my right, Lunokhod - even more so, opposing my Machinist and Tech Bee, Wildcats - on my left, with Intruder hiding on one of the rooftops and Bandit taking position behind the target building in the centre.

    I've started by moving my team left (I've misjudged the distance and had to use two orders instead of one), to catch a glimpse of enemy Wildcat HRL and blowing him up with a well placed missile (range was over 32", so i've had a big advantage). Then my team moved right, and after few orders I was able to get the Combi Gecko in my sights. One shot caught him out of cover, damaging the TAG; it moved back a bit, but another missile barrage made short work of it. Now Joan made her move; first using Coordinated Order to redeploy a few units - Fugazi moved far up the left flank, Traumapulchre dived into the target warehouse, and Tech Bee deployed in a good ARO spot. Next order moved Joan up the right flank and into the sight of Lunokhod remote. Range was more favorable for Spitfire than a Shotgun, and two orders later drone and Koalas were out of the game. Joan then moved into empty building on that flank, and last two orders were spent to redeploy my fireteam and Fugazi into better defensive position.

    With Joan far up one flank Nomads moved to counter the threat. Enemy Bandit activated and moved inside the building with Joan. Along the way it got Discovered by a Father-Knight, but went back into camo when it was out of sight again. Then it attempted to glue Joan down, while she shot him with a Nanopulser. Both combatants got hit, but made their saves, and Joan decided to move back a bit and into cover. This allowed the Mk12 Gecko to move closer and shoot its heavy rifle, causing two wounds and forcing Joan into NWI. She moved back again, this time into total cover. Bandit chased after her, and managed to kill her with a well placed shotgun blast. That was it for the Nomads.

    To my opponent's surprise I didn't start the turn in LoL. My link team moved forward, occupying liberating the central building. Since hunting for Joan left the remaining Gecko critically out of position, I've moved my ML into a good firing spot and placed two missiles in the TAG's back. Then, with my link team in a good position, I've moved one of my Father-Knights so that it would break from the fireteam, and then used my remaining orders to chase after Wildcats. I've had to weather some hacking attempts, but BTS 9 rules. After that it became obvious that ARM 5, BS 14 and Boarding Shotgun in close quarters ia a winning combination. With whole link team dead or unconscious, and only Intruder and Bandit on the table, we've called it a game.

    Some thoughts:
    • It is hard to fit everything I'd like into the list, but it's far easier to make a good, flexible list now.
    • Father-Knights getting linkable was just what the doctor ordered. ML is absolutely brutal in active turn, assuming one can find a firing lane with good ranges. Pain Train Lite will certainly be one of my go-to choices.
    • Sepulchre CoC is another big boon to the army. Some people argue with the logic of 50+ pts CoC unit, but I swear by him and will continue to use it.
     
    Maksimas and Ayadan like this.
  2. Ayadan

    Ayadan Knight of the TAG Order

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    I agree with you, KotHS shouldn't be picked because of CoC. You pick KotHS because he is a butcher and a specialist and it happens that he has CoC.
     
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  3. Stiopa

    Stiopa Trust The Fuckhead

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    Which reminds me - tactic based on utilizing fighting Lt. to maximum, baiting enemy to lose qute a few orders taking that Lt. down, and then passing the torch to KotHS works great. There was no need for pressing on with Sepulchre, but I had that option should I need it.

    Flank attack with Montesa should work as well. I can't wait to see the model.
     
  4. eciu

    eciu Easter worshiper

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    This flexible list has like no redundancy, answer to vis mods or enemy TAGs, prime assasins etc ;P

    KotHS is nice. Especially that you can either take FD2 for no-specialist mission (and get a bit of order efficiency) or CoC for specialist missions. But in the end he is "only" Holo guy, so if someone dedicates anything worth of note against him, he will fold (like every non-marker, no-mobility unit in mid-field (without dodge on 17s)).

    Also I'm missing the mission description ;P

    And in the end it was LI vs LI, which is a much better option for current MO.
     
  5. Stiopa

    Stiopa Trust The Fuckhead

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    Two Spitfires on opposite flanks, two long range weapons in the link with HRL being pretty decent in active turn (apparently ML works great too), two Nanopulsers and a shotgun to help against vis mods, and I'm pretty sure that I'd go through a single elite TAG just as easily as I did go through two Geckos ;) Assassins might be a problem, but I'll work it out later.

    Yeah, he's a standard HI so it's not that hard to kill him, but most of the time you can disguise him as something easy to kill, which makes opponent approach him carelessly and paying for it. I wouldn't mind having a Nanopulser on him, but oh well, he's decent as is.

    My opinion is that he's good at just the kind of thing I did, and then going on another killing/scoring spree. If this game would go into 3rd turn, I might want to use him this way, after all I wouldn't care about LoL anymore.

    What LI? The closest thing to LI in this game was the Bandit. My two OS were pretty much link team fodder. All heavy lifting on my side was done by HIs.

    Bottom line is that was supposed to be a pretty casual game, so neither of us got into some kind of highly competetive mode. Both lists and tactics could be tweaked more. But I still think this one works decently enough.
     
    #5 Stiopa, Feb 13, 2019
    Last edited: Feb 13, 2019
  6. Ayadan

    Ayadan Knight of the TAG Order

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    So BS 17 B2 ML isn't a good way to crack open a TAG? If that's so, what is a good way to destroy a TAG except MULTI HMG and AP HMG?
     
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  7. eciu

    eciu Easter worshiper

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    If you find a >24" range, then yes it should work. Otherwise you are asking for a dicy game against MBT TAG.
     
  8. Ayadan

    Ayadan Knight of the TAG Order

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    Then, there might be a way to shoot under 16" where the ML starts again to strike at good odds compared to MULTI HMG too. If you limit yourself to +3 ranges, yes, it is harder.
    And if you really can't destroy the TAG, Joan is great to send to go for the order pool. 6" Cautious movements against any suspected HD ML or MULTI Sniper as you move as fast as any MI while negating them any ARO. Except SSN2, it is hard to find something that can stop Joan.
     
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