The Pajcast

All things related to infinity and Corvus Belli from my perspective. I play all flavours of Nomads and occationaly dabbel in other things.

Sectorial Annihilation

Kategori: Battle reports

      
 

Some time ago I played a game with my list intended for the narrative event on on sunday 21st of May. My previous post goes more in depth on the list so I will just post it here without any deeper analysis.
The ISS player tried out a bit of a different list with just 10 orders.
 
 
 
We played annihilation from the regular ITS-pack without the restrictions from the Narrative event. The Imperial Service won the roll of and of course went first. I picked the sides and forced ISS to deploy first. He deployed a link of Celestial Guards and Cranes centrally with the Báo Sniper on the left side along with the Húsóng Yaókóng. To the right he deployed a Rui Shi.
 
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Bakunin deployed a haris team of a Custodier and a Healer on the right flank and a duo of Taskmasters SWASTs on the left. The Zond were also deployed along the SWASTs. The Prowler deployed far to the left on a high vantage point. The Killed hacker deployed centrally in cover also on high ground. The two remaining zeroes deployed to the right and the mine in between the killer hacker and the minelayer near the center of the table.
 
ISS the deployed a Sú-Jián on the right flank and Nomads deplyed Bran Do Castro a quarter of an inch away from the ISS link with a clear LoF to the all. 
 
Turn One
The Yaókóng activated first and declared a discover on Bran who tried to dodge out of the way but were shredded by bullets, not putting up much of a fight. The Sú-Jián then hurried forward in its catform and took cover behind a flowerbed before raising and exchanging fire with the Heavy Rocket Launcher SWASTs across the field, critting him and felling the Armored elite in gory explosion.
 
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Next up the Rui Shi who scurried across the board and managing to pass the Zond remotes vision undetected, training its sight on the far right camouflage marker. The Zero revealed and shoot at the remote only to realise it was a Lú Duán in holostate. Caought with surprise the Zero missed and was in return felled by the Mark 12 rifle of the remote. The Remote then tried to shoot the Reverend Healer covering behind a buidling just ahead but misses her.
The ISS consolidated the link some and put up the Yaókóng in a better firing position. And a Garuda Tacbot arrives on the left flank covering the approash on that flank.
 
The Bakunin forces are hurt but not broken. The prowler emerged from camouflage and shoot the Yaókóng to pieces with it's spitfire. He continues along cover and shreds the Gardua next.
A Zero minelayer peaked out behind a building and trains its rifle on the holoechos of the Lú Duán and manages to destroy it just as the fire from it's heavy flamethrower engulfes the zero.
The Prowler then tried to snipe out one of the members of the linked team but fallin into sight of two of them. He exchanges fire with them both but doesn't manage to down either of them and retreats into cover behind a holo billboard.
 
Turn Two
Having preformed as effectivly the ISS didn't expect quite the counterattack they recieved. They quickly recovered their wits and the Sú-Jián advanced on a Camouflage troop, only to get caought in the blast when it reveals to be a mine. The Cat continued to climb ontop the central containers drawing a line to both the prone camouflage marker and the Transductor Zond. The camouflaged troopers stayed her hand and remained in camouflage as the flashpulse struck true and stuned the Yu Jing monstrosity. The ISS fireteam advanced some and specualtivly fired a grenade at the Prowler who dodged further away and evaded the blast. The Imperial special forces spreads out some to cover more fire lanes and prepares to recieve the Nomad counter attack again. As the Fireteam moves past the comuflages trooper next to the battle cat reaveals as a killerhacker but is just short of the assaulthacker who it tried to kill.
 
The Counter attacks came immediatly as the Prowler fired a burst from its spitfire at the Sü-Jián blasting it appart as he fell back into cover of the billboard again. Having waited out the right moment to strike the SWAST emerges from behind the building and shredded the grenadlaunching celestial guard to ribbons with his Red fury.
The Prowler then tried to kill the Assault hacker Crane, though only managing to knock the Hacker into cover. The Zero activated next, as the crane is now within hacking range, but only manages to get immobilized itself.
Finishing up the Custodier entered into impersonation state with her lieutenant orders and the Prowler and Taskmaster coordinated to enter suppressive fire.
 
Turn Three
Both forces are now severly damages but the Nomads seems to have the upper hand for now. The Crane armed with a spitfire backed up ontop a pile of crates with gun blazing as he covered behind the crates. The Crane managed to outrange the prowler in supressive fire and the Nomad trooper evaporated in a red mist.
The Crane hacker is cought in a hacking attack and looses a wound to the Zero hacker as the link activated.
Having grown tired of the Zero the Báo advanced onto a larger crate and opens fire on it, in a dazzling display of lucky rolls the zero acctualy managed to dodge not once but twice into cover from the Báo.
 
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The batle was hanging by a thread and the Nomads realised that they needed to make a final push to secure victory.  
Transductor moved up in a coordinated order with taskmaster, custodier and healer. The healer snuck past the spitfire armed Crane Agent across the field. The Custodier then put out white noise on the zero killer hacker whi managed to kill the Crane Agent with a skullbuster. The healer then lobed a shot from her medikit at the unconsious zero, downed by the Lú Duán, who recoverd from the injection.
 
Conclusion
The game ended 6-2 for Bakunin but if either the hacking kill of the Crane Agent or the Zero recovery would have failed it would have been 4-4 and if both would have failed it would have been 6-2 for the Imperial service insetad. This game is by far one of the best games i have had so far. Maybe the best. It was really tight and it all came down to the last dice roll to ensure victory and it could have gone either way.
 

Rising to the Challenge

Kategori: Infinity

 
In my last post I quickly summarized what I need for the event. Though I thought that it needs a bit of a further analysis.
 
I will go the way of the Samuari for this event and go with supporting the JSA Uprinsing to get the Banzai Bonus. +4" of deployment and always succeding on the initiative is great.
 
For the list i need all the troops that can dish out damage and survive in Annihilation and Safe Area, but I also need weapons that are good up to 32" as anything above that will miss in the special uprising mission. For this I am looking at Taskmasters, Riot Grrls, Tsyklones and Lunokhods for their armour, wounds and extra unconsious levels. Then Zeroes, Prowlers and Bran for Camo. The Moiras also deservs a special mention for their ODD and ARM combination.
 
Next up are specialists for the consoles for Safe area and antennas in Hunting Party, though for Hunting party you need to be carefull not to bring to many specialist to be hunted down. For safe area I only acctually need the specialists to connect the consoles, the classified will most likely be used as a intelcom card unless i draw two with really low values. For this I am mostly looking at Zeros as they are also really good for claiming quadrants raight of hte bat. Clockmakers are also good for removing immobilize in Hunting party. Riot Grrl, Prowler and Bran Specialist operative profiles are also considered in this.
 
Then comes the tricky part, I need Veterans, Elite and Headquarter troopes that get Adhesive launchers or Hackers that can Immobilize. E/M ammo is also i viable way to go, as is MULTI-weapons as they can immobilize in this scenario. Prowlers with adhesive launchers are veterans so will get a second one and thus Burst 2, which makes them a really obivous choice. Taskmasters are also veternas and already on my list of viable profiles for the other two missions. Sin-eaters are included here and since they are always burst one in active turn they don't really suffer. All the different reverends are elites and Moiras can link so would get to shoot twice with +3 MOD which is really nice, especially in tandem with their ODD. For MULTI-weapons the Riot Grrls and Moiras are the most interesting choices as they can link. MULTI-Snipers in Moderator and Moira links also seems kind of interesting, as is the Zero Multi Sniper.
The special rule for this mission is that one troopers will get the rules "Haredned in battle" and will count as a Veteran and thus get an Adhesive Launcher.
 
The Acctual Lists
 
 
For survivability and hitting power i went for a duo of SWAST Taskmasters, I admit the Rule of cool did matter alot for this. With four crazykoalas between them, a red fury, a heavy rocket launcher, a pulzar and a shotgun they can handle almost any threat. They are also less likely to be hacked as there is a Tinbot A with them. Then again this duo is 100 points and thus a third of my army.
 
Next up is a full AVA of Zeros, a Killer Hacker, a Minelayer and one with a Boarding shotgun. The hackers is both an infiltrating specialist and a way to save against hackers. The minelayer is nice for protecting my quadrants and put a dent in an advancing enemy plan. The shotgun is mostly for close range firefights.
 
One of my favourite profiles in this list is the Prowler Spitfire. A solid profile and a menace to handle.
 
I know there are two Combine players and I heard that one will play Yu Jing so I figured I will go first in some missions. The rest of the players seems to be going for the same bonus I am. Taking this into consideration iI went for a lieutenant option that has a high WIP and can hang back. NAmely the Custodier Hacker Plus. A bold choice in case I go second and get her killed with hacking. But the is what my killer hacker is for.
 
Still assuming I go first in some games I addin in Bran, the tripple Zero. I went for the boarding shotgun version as I want to use him as an aggressive attack piece.
 
Having a mere eight points left went for the flashpulse remote over the baggage one even though one mission is a quadrant mission. Mostly because I want the option of using it as a repeater, which is alot easier when you have a smaller siluette. And I also really like the Flashpulse as a ARO threat.
 
Netting me a list at 300 points on the dot and 6 SWC I feel satisfied that it will do what I want it do, i just need to play it right.

The Uprising

Kategori: Infinity

 
Going into a invitational only tournament with the missions from the narrative event I have started to look at lists for that. While doing this i would also like to try out lists with one combat group and just 10 orders as I usually play lists with around 15 orders. This is mainly in preparation of Tunguska when they drop as I am having a hard time seeing them playing lists with lots of orders.
 
I did a pull on facebook to see what i would play and it appears that Bakunin won. So now I am listbuidlning and teching for Bakunin. So my thought are all over the place right now.
 
First of all you need to side with either Yu Jing, JSA or the Combine army. While doing so you get a bonus dependent on which one you side with.
Yu jing getting +1 SWC to their total army points, meaning you can bring 7 in a mid tier list.
JSA gets automatic win on the initiative roll as long as the other player isn't bringing the same bonus. And also give you a bigger deployment zone with an additional 4" forward.
Combine army get +25 points to their lists.
 
Though these are all fine I will go for the lore one in this event as it is a narrative event I feel that JSA will get my support. So i will be building the list with that bonus in mind. I can think of a few tricks and approaches that will work in favour of that bonus.
 
Right, now I will go over the missions in the event and the twists to the missions. We are deciding to run the two optional games as causal games and run the three others in a event fachion. So on to the games themselves.
 
 
Annihilation
Annihilation is quite simple, you need to kill as much as possible and still retain as much as possible of your own army. In the narrative event you are restricted to 32" range on shooting. Meaning some weapons aren't going to be as good. Sniper rifles and Missile launchers being some examples.
 
Safe Area
For this mission you will need to dominate zones at the end of the game and control more concoles in those zones. The twist to this on is that it is played in an aquatic terrain, which in this mission means that models possessing Aquatic terrain or Multiterrain gain +1 to their first move value.
 
Hunting Party
This is a really wierd mission were some of your models gains Adhesive Launchers and/or stun pistols, your multi weapons gains stun ammo and you need to capture enemy models rather than killing them. In this narrative mission you get to nominate a troop profile that will get Adhesive launchers by making them count as veteran troops.
 
So for this even I will need sturdy models that can capture zones and survive. Troops that can survive annihilation while dishing out lots of punishment themselves. I will also need Elite, Veteran or Headquarter units to be able to hunt my enemies. 
 
 
For the other day we are playing the two optional missions which are Deadly Dance and on old favourite in the Armoury.

Armoury
Next up is the Armoury which isn't in this season of the ITS but makes a omback in this event. You will need to dominate the room in the center of the table and gain more supplies from the panoplies inside the room. This mission ignore Retreat! as a twist.
 
Deadly Dance
For deadly dance you need to dominate a specific zones and this time it is every round and you gain a bonus for dominating your zone with a TAG. There is also a chanse/risk that the designated zones will shift. There is no additional twist to this one in this event.
 
 
Well this is it for this time. This post turned out pretty boring with alot of text but I hope the next one will be better. Next time will be list building for the event. Good competitive list for one day and goofy lists for the toher day.
Until next time. 
May you all roll lots of crits and may all your plans make contact with the opponent.
 
 

Cutting a Cutter

Kategori: Ariadna

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Irmandinhos Jake went through the scattered equipment of the battlezone just before the Panoceanians became visible in the distance. He gasped as he noticed a monofilament sword in a heap of scraps. With a humming sound the powercore of the sword kicked up and he smiled.
Shots errupted in the center of the field when camouflaged Panoceanian troopers clashed with the Ariadnan forward elements ontop the central walkway. From out of nowhere a Cutter materialised and hurried up the stairs so he could handle the situation, though in his hurry he failed to notice an infiltrated grunt nearby who tourched the cutter in heavy flames, burning of the camouflage capabilities of the TAG.
On the other flank a howl errupted as the Devildog team launched across the field in an attempt to press the right flank of the panoceanian forces, getting across but falling to the concentrated fire of the Panocenaian superior firepower.
The Irmandinhos beconed the nearby maverick on to cover his approach with her smokelauncher before moving up himself. Just as she placed the smoke a machinist found his mark with a lucky shot and felled the maverick in her tracks.
Jake however advanced and didn't notice the Knight perched ontop of the building, thankfully the tankhunter to his right did. Dropping him in a cascade of bullets from his heavy machinegun.
Jake moved on darting between the support beems of the walkway befor climbing up just beside the Cutter heavy Tag, still covered in the smoke layed down by the maverick. He powered up his newly found swords and dashed into combat, slicing the construct in half. A couple of foxtrots emerge from cover and started working on the data feed from the consoles scattered throughout the ruined city.
Sensing the Panoceaninan force losing ground as the heavier elements of their force were decimated. Lieutenant Penelope's voice echoed through the comms when she ordered Van Zant and Uxia to spring their trap. Decimating the support of the Panoceanian force from behind leaving the remaining forces scattered and broken, managing to achive supremacy over the city ruins before driving of the last of the Panoceanian forces.