Obviously we don't have the full picture yet for VIRD, but we know a lot. The video last week gave us Echo bravos, Zulu Cobras and Helot Militia. Combined with the units we already know quite a bit about (Fusiliers, Kamau, REMs) I felt comfortable building a couple of lists and trying them in some games. Thankfully my local community is wonderfully supportive of my obsession, so I found two opponents willing to let me experiment. Here's the initial list I used (note that errors are possible, and even likely... None of this stuff is in Army of course.) Group 1 Echo Bravo with Red Fury Zulu Cobra with Jammer, Sensor, combi rifle, assault pistol Zulu Cobra with Killer Hacking Device, breaker Combi Rifle Kamau HMG Kamau HMG Kamau MSV2 and MULTI Sniper Rifle Fusilier Forward Observer Fusilier Forward Observer Fusilier Fusilier LT Group 2 Echo Bravo Paramedic with Combi Rifle, Light Shotgun, Wild Parrot. Fugazi Dronbot Fugazi Dronbot Mule Baggage Bot Trauma Doc with Palbot Helot Milita with light rocket launcher, submachine gun Helot Milita with light rocket launcher, submachine gun 300, 6 SWC 15 Regular, 2 Irregular The list is a bit of an odd one... I can't remember the last time I used two AD units in a list, but I certainly wanted to try both Echo Bravo loadouts as well as Cobra Jammer/Sensor. The competition for the various Cobra, Echo Bravo, Croc and Kamau loadouts is intense... Those are all very good units. Game 1 vs Operations SubSection: Acquisition Opponent's list was pretty standard fair, except that it went light on midfield troops and brought an Asura. Still, plenty of backline REMS and fairly squishy troops, not much defense. Turn 1 With VIRD going first, ALEPH didn't want to stand up against the Kamau HMG or MULTI, which gave me a defense gap for bringing on the Paramedic EB who promptly Parroted 3 Dakini and a Yudbot. The EB ran up and shotgunned the link before dying to a crit, but the link was mostly out of action with only the HMG remaining. Using the Parrot for that kind of juicy, grouped up target was amazing. Felt a bit like playing a Fiday... You can use that big mine template to help open up link teams and ensure some damage, since engaging with only a Burst 2 shotgun is always going to be risky. Finished Turn 1 by maneuvering the Jammer Cobra up to control a chokepoint, running my lone Kamau Xenotech runner up the table to end in Suppressive Fire. ALEPH responded by spending several orders repairing the Dakini and fixing the link, costing several Orders. A Garuda looked for a place to drop into my DZ, but the Limited Camo Helots (i.e. 360 total reaction SMG/Light Rocket Launchers) meant there weren't many gaps for an AD to safely land. He dropped into the midfield instead, taking on my suppressing Kamau. Burst 2 on 9s with the boarding shotgun vs Burst 3 on 7s while Suppressing. The Kamau snuck a shot through to drop the Garuda. The Cobra Jammer and linked Kamau HMG managed to hold off the Asura, making my opponent nervous with the combination of BS16 Burst 2 AROs and Jammer. Obviously the Asura has monster BTS, but all it takes is one failed roll... My opponent didn't try to press that attack hard. The Jammer's a great deterrent. Turn 2 I walked the second Echo Bravo in behind the Asura, catching it between two fires with the Kamau HMG in front, EB behind. I expected this EB to bait out the Posthuman Mk2 Sniper that I was sure was lurking somewhere out there, but it never showed up. I think my opponent may have taken the Assault Hacker instead, which really let me wreak havoc in his backline. The Cobra KHD hit a button and ended Turn 2 in base-to-base with the center console, since my opponent would begin his turn in retreat. Game 2 vs Hassassin Bahram: Armory This would be a challenge. I'm deliberately not using ORCs or Patsy since we still know very little about their role in VIRDs, so trying to play an armor mission with a host of 1-Wound units with no templates would be challenging. Opponent's list had an Asawira Haris, which was unusual but would present an interesting challenge. The usual Mutts, but only a couple of Panzerfaust Daylami. HB went first, running a Mutt and a Haris of Asawira (!) into the Armory by blowing up their door. That was going to be a huge chore to dislodge with Jammer, linked Nanopulser, and BTS9. Fortunately though, the Fiday were extremely limited in terms of options. Every Camo Token in my DZ might be hiding a Burst 3 Submachine Gun or Jammer ARO, while my Kamau and Fusiliers were not easy shotgun targets with their high BS and link bonuses to contest any incoming shot (best case for the Fiday is Burst 2 on 17s vs Burst 2 on 15 from the Fusiliers...) I managed to hold off the Fiday, eventually Discovering it with a Coordinated Discover to soften it up. A Lasiq was in overwatch. Kamau Sniper, 3 dice on 16s vs the Lasiq with once dice on 9. I missed all three shots and the Kamau died. I reformed the link to 5-man and tried with the Kamau HMG, five dice on 13s vs one dice on 9. Missed with all 5 shots, Kamau HMG died. Eventually I had to bring on the Echo Bravo Red Fury 1 turn sooner than expected and shoot the Lasiq in the back. Ouch. My opponent knew I hadn't achieved everything I wanted in Turn 1, so he tried to finish me off in Turn 2 with an aggressive rush from the Asawira. He knew their BTS9 could tank Jammers all day. Thankfully he hadn't counted on a scrappy LRL Helot who managed to threaten with his light rocket as the team maneuvered. My opponent survived one lucky round (hitting on 14s against the team, both LRL shots missed) but he had to break the link and knock down the Helot with the Spitfire before reforming and continuing. That slight tax to his orders stalled the Asawira before they could do real damage in my backline, letting me bring on the Parrot Echo Bravo behind them, deploy the Parrot, Immobilize 2 of them (got some luck, sneaking that E/M past their effective BTS5) before catching them in the crossfire of BS16 Echo Bravo Combi and BS15 linked Fusilier Combi to wipe out all three Heavy Infantry. I had a tricky last turn, having to knock down Daylami Panzerfausts guarding the armory, and then Dislodge that one plucky Mutt who Jammed 3 of my Specialists maneuvering to open the doors (two of them Crit Jams.) I finally managed to get the door open, blow away the Mutt and claim the Armory. This game definitely revealed how valuable ORCs might be, for those missions where you may want more than just 1 Wound troops. It really made me wonder what to expect from the ORC character, and whether her emphasis will be short range (submachine guns?) or flexible (MULTI Marksman rifle would be nice...) Anyone else? Games? Reactions? List ideas?