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Sunday, July 27, 2014

Cameronian Attack @ Leisure Hour Hobbies



On Saturday July 26th a group of eight Spec Ops embarked on a secret O-12 mission. They were tasked with breaching a secret underground laboratory beneath an abandoned military base. The mission was frought  with danger as the area surrounding the base had a large population of Dog Warrior rebels that were drawn to the base for unexplained reasons. The labratory was also rumored to hold several captured Combined troops that were no doubt unhappy to be experimented on. 

We had a better than expected turnout for this event. The rules for which can be found:
http://chicagolandinfinity.proboards.com/thread/214

There were eight players that pretty much stomped their way through the two maps. Every player took the die rolls for XP and the lowest score was 55 I believe. There were some beefy Spec ops running around. 

Looking back,next time we do something like this we will be capping the amount of XP that a player can get. Probably using 25 +1D6 as starting Xp. That should give everyone a more even playing field. The more powerful characters were able to do the missions far too easily and left nothing but scraps for the others. We will also be instituting another method of determining activation order. Players will roll a WIP test at the beginning of the game and will activate starting with the best roll. 


Thanks to everyone that came out. It was awesome to meet some new Infinity players. 


Not enough pics were taken as I was too enthralled in the game. 1 vs. 8 is a lot if AROs to keep track of :)








Tuesday, July 15, 2014

July I.T.S. Tournament and logging festival.


On Saturday we had another tournament. This one was a primer for the 2014 Gencon Invitational where we hope to send Scadugenga from our group. The top prize for thst event is a trip to Vigo, Spain to compete in the 2015 Interplanetary Tournament. 

The tournament format was a single 300 point list with a 12 Xp Spec Ops model.
The missions are Lifeblood,Antennae Field and no ones favorite Beacon Race. These are some of the toughest I.T.S. scenarios for this season. 

This was one of the oddest tourneys of the season. The first round went off with out a hitch. We decided to take a lunch and most of the guys went to go get sandwiches only to return to this:




That's tree was in my front yard then it was in the street. So after feverishly clearing it from the road we ate our lunch and finished up the tournament. I have to thank all of you for helping get that beast out of the road. 

The rest of the day was relatively uneventful with the final standings being

1. Scadugenga 
2. Turlisk
3 . Bebot
4. Sphendule
5. Celestial Dragon King
6. Angron
7. Kelreth
8. Kuozar


Here's the layouts we used;


Thursday, July 10, 2014

Zach aka IsI YAMS batrep

OK. Over the last half year I have gotten to the point that I finally think I understand

most of the Infinity game and ITS play from the Tohaa's perspective. Though I often kick

myself for forgetting how some common skills can stack-up to my advantage, and have suffered

a bit from learning some rules wrong or having other rules reinterpreted to my disadvantage as I

have progressed, overall it has been a fun ride and I have become comfortable with playing the

game as Tohaa… maybe a little too comfortable.

With this in mind and the escalation league starting up it was time to branch out a bit and

shake things up. To that end I looked at all the forces in my growing infinity collection after

setting up a game with drobuff and turned to my already prepped (but at this point only primed)

YuJing Japanese Sectorial. With only a few punitive try-outs behind me, I hoped this would be

my first really go with them and I prepped a can opener of a 300 point ITS list with several

specialists packed into a Keitsotsu fireteam, a fast moving combo of Aragoto and O-Yoroi, and

some hard HI in the form of a Domaru and a couple of Harmaki.

However, dro had other ideas in mind and only around 230-something points prepped to

face me when I arrived. Monkeywrench in hand I dropped the O-Yoroi, traded out some of my

specialist Keitsotsu to missile launcher and grenade launcher, and was ready to give the card

objective system a go. My draw of 6 keep 4 missions netted me what I would call mostly easy

ones. Listed in ascending order of difficulty I had to: abandon my deployment zone, keep

drobuff's infantry out of it, open a single crate mid-board, and kill half of drobuff's figures (by

numbers not by points). The discarded missions included making a hand-to-hand kill (which I

rarely do) and having dro reveal one of his mission cards then stop him from completing that

mission (which I figured would be cause me to focus on it too much, to the detriment of my

other missions).

Missions in hand, I won the roll, taking first turn and then starting my set-up with a few

simple plans in mind. To start, I split my forces in roughly two with about half the objective in

mind for each. After a quick consideration I also got ready to sacrifice one half my troops to get

the other objectives if they faltered too much. On the right flank I set-up for a sweeping advance

with all the HI and the spitfire Aragoto using the heavier cover on that side to make them more

all survivable. Primary mission would be to abandon the deployment zone, close the lanes of

advance, and hopefully reach a point that I could hammer dro's infantry from the back and sides,

catching them without cover thanks to a flanking Aragoto attack. On the left I would use the 5

man fireteam, protected by the dangerous (HMG, missile, and grenade launcher) mass of ARO

they could throw. Primary missions for them would again be to abandon, the deployment zone,

close the lanes of advance, and to go after the crate in the sparser cover of the left.

With the start of game turn 1, I stuck to the plan. Using my Aragoto, I sped forward and

engaged in a close fire fight, killing dro's ???? on the roof, then cowed his Anticmentos (who
dodged into cover to avoid the hail of spitfire shells), before taking up a position I hoped would

pin his HI Knight of Santiago on the right flank. To back up the Aragoto, and ensure I wasn't

pinned in the deployment zone in dro's turn (since he really like suppression fire), I also spent

orders to close on the mid-field on the right flank with the Doramu and Haramaki, taking up

firing positions I hoped would support keeping the knight pinned and airborne deployment on

that side to the minimum. A single order was then spent to get my hacker into what I thought

was a good hiding position. This left the left flank, where my link team used the remainder of

my orders to get into what I thought was well protected firing position that would again keep air

deployment off my back.

From my perspective dro's turn went down kind of like I expected it would. Despite the

fire lane on the right, my Aragoto was a goner and my Doramu ended up pushed out of position

after dro's knight, hugging edge of cover as he advanced, gave him his first wound in an

exchange between chain rifle and combi. Quick thinking by dro then cost me the Doramu from

flanking fire. However, due to the set-up of the Haramaki on that flank, the knight stopped there

and dro's drop troops chose to eat up most of the remainder of his orders deploying in the middle

to go after his objectives, only further costing me my hacker when Rao dropped into just behind

him with assault pistols blazing.

At the start of turn 2 I will admit that dro's turn had hurt my chances, Rao had retreated to

cover in my deployment zone and my right flank was falling into disarray. That said, I knew I

what I had to do and it started with killing that knight. A quick stat check and I figured that a

Haramaki was up to the job, so I pushed forward guns ablaze to little effect on the first 2 orders.

With the combi not cutting it against a knight in cover, a change of tactics was at hand along

with a DA katana, and the 3rd order saw the Haramaki charge. Though wounded in the process

of getting to hand to hand, I now appeared to stand a better chance of killing the knight due to

martial arts first strike, and so I turned to the left flank with the remainder of my order pool.

After opening this box to complete mission, I pushed for a better position with the fireteam,

eliminating an Anticmento and one of dro's air-deploy troops via an overkill back attack of a ???

with missile launcher. Though dro still saved 3 of the 6 potential wounds this caused even

though he had no cover form that side, it was not enough and I was now within a few kills of my

goal of eliminating half his troops. Further shrinking his order pool was a bonus.

This left me in good position as dro started his turn and things were looking even better

as the first order saw continuation of the hand to hand combat, which quickly resolved thanks to

DA, resulting in the death of the knight on the right flank. This left dro with some tough choices

and one of those was to jump down my through on the left. With combat shotgun in hand

his ???? raced in against my fireteam and gutted it, killing both Yurika Oda and my LT in one

devastating double tap. Though it meant that my grenade launcher counted by killing him, it was

a pretty devastating shot. However, as his order pool getting thin, this was going to be highlight

of his phase and the remainder of my forces escaped his turn unscathed.

This brought me into my final turn, and thanks to impetuous I grabbed positions early

with my two Haramaki. The first moved in close to Rao trying to tempt him out of the backfield

and gain me another victory point. The second used my two orders for the turn, and in lieu of

electing a him lieutenant I drove him forward, removing the last of dro's drop-troops and one

more Anticmento. I was now in good position, having completed 3 of my 4 missions, and in

dro's last turn he took the bait with Rao. Though it would cost me one more Haramaki, it also

pulled Rao out of my deployment zone, and I came away victorious 4-2.

Overall I would say it the card mission system produced a pretty good game. I had to

keep track of the missions, prioritize, then stay focused, but at the same time I had to re-
prioritize.

My only real critiques were that some missions seemed a bit odd on a second read, and

they were definitely were unequal in their complexity even when equal in points. Example, I

believe dro had to drop one of my guys then get to him to search him for documents where I only

had to walk out of my deployment zone to score the same points. I also think a few of the

mission could be improved by being made specialist specific, or having at least a specialist

bonus to complete them. After reading a few of the missions, I dropped most of my specialists

in favor of more heavy weapons, and I think having mission bonuses might encourage the use of

certain specialists that might otherwise not see the light of day.

YAMS... no not the vegetable

A couple of weeks ago, Zach and I got together for a little after dinner tussle with YAMS.
YAMS or "Yet another mission system" created by IJW on the Infinity forum, is a nice break from the ITS scenarios. You have 25 different missions available to draw from, each player is supposed to have same set to draw from. We did it differently, were in we both drew from the same set of 25 missions. We each picked 6 and kept 4. Zach went with, blockade, search the crate, decimate and clear the area. I went with kill the pigeon, mapping, collect and flag kill. These missions spread you out, so you are fighting or occupying several fronts. This makes for some hard strategic choices to make, do I focus on one mission at a time or spread myself out and try to accomplish all at once? We made a few mistakes, 1 was playing 3 turns instead of 4 turns, 2 was not doing double or nothing(this gives you a change to score 2 VP's).
I like the system but think you should really play with 300-400 pt lists, so things don't feel so thinned out and spread. Zach ended up winning 4-2, you can read his batrep posted.



Dro




Wednesday, July 9, 2014

June I.T.S Tournament


On June 28th I hosted ( and got to play in ) a 400 point Spec Ops I.T.S. Tournament. There were eight of us for this slobber knocker. We did three rounds with the missions being LifeBlood followed by Antennae Field and wrapping up with Annihilation.

Here's some (bad) pics of the action


Jp was kind enough to bring 4 tags for his Annihilation list 


The standings ended up:


1 Scadugenga
2 Jmeis982
3 Sphendule
4 Benot
5 Celestial Dragon King
6 Kuozar
7.Angron
8 Kelreth


Can't wait for next months tourney!