On to day two then:
Game 4 was 200 points again, and against another steel phalanx list.
In this mission there was an armed security guard in the centre of the table, and a pair of security consoles. The guard and consoles were evenly spaced across the centre line of the table parallel to our deployment zones. The objective was to kill the guard then download a security key from the guard, then erase security footage of our terrible crime from each of the consoles, and then get the key of the table. Both sides can download a key from the guard. The model with the key can auto erase the footage from each console visited, any other model can do it at a WIp -6 roll, but if they fail they take a DAM12 shock ammo hit (high security here!)
The table was based on the deathstar corridors. There was a hanger area taking up about 1/3 of the right hand side of the table, with the rest being a rough grid of corridors. While this sounds like a claustrophobic nightmare the grid was set up so that there were some long (sniper long) fire lanes, and some short (chain rifle sized), and some in-between. There were plenty of stair wells and crates and stuff all the sections.
I used my Ajax list again. My opponent had:
Two myrmidons with chain rifles
Same spec ops as me
I had initiative so had to deploy 1st. I put the myrmidons in a central well covered corridor with a direct path to the guard. The thorakitai covered a long corridor with several connections to the myrmidon corridor (I wanted the sniper to help prevent the myrmidons getting flankedâ€¦.getting flanked in coridors with chair rifles would have been a disaster!). Ajax went in a long corridor section to the left of the myrmidons but with many doors breaking it up into combi rifle friendly segments.
My opponent put Nisse and a myrmidon link lead by eudoros in the central long corridor directly opposite my myrmidon link. His spec ops went in the samle long coridoor as mine, but in total cover, and his officer hid far away at the back. His thrasmedes infiltrated right up next to the guard, but hiding from me behind some crates on the centre line.
In my first active turn Ajax sprinted up the table unopposed and got into a choke point directly in front of his myrmidon link team (and put a wound on Eudoros and killed Nisse with his nanopulsar in the process). This puts my opponent in a massive bind since if he moves eudoros back he will end up out of cover and vulnerable, but if he moves the link forward I can cause carnage with my template weapons, and if only eudoros moves forward the link will break.
The rest of my turn sees the thorakitai link move up and cover the long coridoor to the right of the myrmidons. The myrmidons move up to the guard under cover of smoke, kill it, retrieve the key, and kill the enemy thrasmedes (it was a template fest, thrasmedes died but inflicted a wound on my officer).
My opponent is pretty stuck at this point. His specialists are traped between my sniper in a very long corridor and a full wound Ajax in a choke point. He makes a push for ajax with eudoros who manages to inflict two wounds, but dies in the process, ajax falls back to total cover. At this point I realise my opponent is dangerously close to retreat so I need to be careful how much more I kill. After that he shuffles his backline specialists around ready to make a run for the guard next turn. He also move a myrmidon up to threaten the advance of my link team.
In my second turn ajax runs back around the corner, shoots a myrmidon dead. I calculate that I canâ€™t afford to kill any more enemies or he will be in retreat. Since Ajax has cleared the path for the myrmidons the link makes a run for the enemy table edge to get the data off the table. I break the link up about Â¾ of the way there and send the myrmidons to check the security console (I wasnâ€™t convinced the officer would have enough orders to get to the console and off the table in the next turn).
My opponent follows up by using the sniper to kill my sniper (it was a 50:50 as to who would win â€“ Iâ€™m in a link, but he is active), this then allows him to advance his sniper into he long cross corridor and shoot ajax as well.
In the final turn I am in loss of lt (officer ran of the table and ajax got shot), but I only need tow orders for both myrmidons to move upt the security console and have a go at erasing the data, one gets zapped, but the other manages it.
In my opponents final turn he makes run for the other console and makes the roll on his final order.
End result 5:1 to me.
I was pleased with how this went (just about perfectly to plan). I was never going to be able to get to both consoles due to the corridor layout, so achieved everything I aimed to. The thorakitai link covering the flank of the myrmidons and the ajax choke point worked perfectly. My opponent didnâ€™t want to risk that fire fight until he had nothing to lose, and if I had needed to I could have advanced up unopposed to get into a position where his sniper was pinned by my sniper and thrasmedes (basically ensuring certain death if he stepped out), but I didnâ€™t need to in the end. Ajax held his choke point perfectly allowing the myrmidon link to waltz more or less freely across the table to achieve the required objectives. My opponent should probably have ket his hacker (the spec ops sniper) in reserve to counter ajax, since once he gets in a choke point he is a nightmare to move, and high ARM models with template weapons are just about the perfect tool to stop myrmidons in their tracks!
Game 5, 200 points, vs Morats
This mission had three objectives evenly spaced diagonally across the â€˜no mans landâ€™ between our deployment zones. The objective closest to a player is worth one point, the middle was two points and the furthest away was three points. All the objectives start neutral. To claim them a specialist needed to get in contact and spend a short skill. If they were already claimed one short skill would make them neutral, then another to capture it.
I used the ajax list.
My opponent had:
1 vanguard with combi
2 vanguards with HMGâ€™s
1 spec ops with plasma rifle, hacker, mimetism
Anyat (dire fo)
Yogat with spitfire
Yogat with combi and panzerfaust
Datarazi with chain rifle
This guy might be my hero. Up until the last round he was 2nd or 3rd (I think) and using a full vanguard link team (vanguards being considered pretty lack lustre for their cost). This really goes to show that if you find a unit works for you then it really doesnâ€™t matter if conventional â€˜wizdomâ€™ doesnâ€™t rate the choice.
The table was really quite interesting for this game. It was urban with a fairly open central area with one tall building at the back of the board on either side. Access to the centre from one side was via an enclosed courtyard with an energy gate just before the centre line. To open or close this gate was a short skill, and the gate would auto close at the end of each players turn.
Access to the centre from the other side was around a largeish central bunker that couldnâ€™t be entered (but could be walked across at a 2nd story level, but there was no way down.
My opponent won the dice off and actually chose table side, thus I chose initiative yet again. He chose the side with the courtyard access to the centre table.
I deployed my thorakitai link on the right hand side of the big bunker (longer fields of fire down that side of the table with plenty of scatter terrain would make for a great place to set up a defensive link team without having to bunch up against the plasma rifle). The myrmidon link and ajax went on the other side. Shorter fire lanes here, and a more open access to my opponents deployment zone for some 1st turn ramboing if he deployed badlyâ€¦â€¦.
He did not. The open side of the deployment zone was covered by the two vanguard HMGâ€™s at long range, and the yogat with combi and panzer at close rangeâ€¦â€¦thatâ€™s a bit too much DAM15 high BS firepower for my linking. On the compact side of the table he covered the entrance to his deployment with the pretas.
Since his deployment was pretty tight I didnâ€™t want to do any excessively risky ramboing. Ajax ran along to grab the near and central objectives, and then opened up the energy gate to have a go at killing that MSV2 spitfire yogat (he had to risk unopposed HMG fire from one of the vanguards a well, but it was better than the alternative). This did not go well and he took two wounds, but did managed to kill the HMG on the 2nd try (the datarazi coverd the yogat with smoke on the 1st attack). He retreats to cover and sets up some suppressive fire to cover my left flank. The myrmidon link follows up to cover the energy gate (none of his specialists want to fire fight the myrmidons for control of that). The thorakitai push up some, they cant see the central gate but make sure they are the closest targets for the hungries (and the sniper has about 30â€ of sight to shoot them should they be allowed out.
My opponent bides his time on the objectives and spends the entire turn using smoke tricks with the spitfire to finish of ajax and kill the myrmidon spitfire. One preta makes a suicide run to drop a mine covering the furthest objective, my sniper kills it.
Turn two. The energy gate is proving incredibly annoying at the moment, it costs me a load of orders to go over to it, and then leaves me in the open against the yogat and datarazi. As such I decide to leave them too it and focus on making the gate as unattractive for my opponent as he has made it for me. To this end the myrmidon with chain rifle runs up to the side of it and takes cover. Now, anyone who comes through has to face his nanopulser (very good at killing yogats who have good ARM but no BTS). Besides that the thorakitai link moves up to the mid field. They are within striking distance of the furthest objective and can now see the energy gate.
Opponent two. My opponent is running out of time and he knows it. He can kill my troops in the centre but it is order intensive and risky (he can either go: 1 throw smoke, 2 move, open door, 3 intuitive attack with datarazi, then I get ARO shots with a big mod. Or: 1 throw smoke, 2 move, open door, 3 shoot the sniper and myrmidon with the spitfire yogat. However the sniper is in cover and more than 24â€ away so itâ€™s a hard shot, and if he fails to kill either he is getting nasty ARO shots back since the yogat has to stand in the open to see both). If he goes for this its cutting his order pool in half, and itâ€™s the 2nd turn, and he hasnâ€™t got a single objective yet.
The 1st thing that happens is a preta runs round a corner and chain rifles thrasmedes (I left him Â½ a cm too close). Thankfully he survives, and his aro shot kills the preta and the mine placed by the last one (thank you massive fire template!)
In the end he opts for the safer option of attack on the energy gate and uses the intuitive attack with the datarazi to kill the myrmidon, then runs back to safety behind it. He could have run the combi yogat up round the other side but that would have used up almost all his orders. With the remaining orders he moves the link team out of the building and tries to attack thrasmedes with the spec ops. They fail to hit one another (he had 4 shots for 6â€™s, I had two for 9â€™s), but the sniper picks the spec ops off easily (two unopposed shots for 9â€™s).
In my final turn I run up, grab the final objective and retreat to scatter terrain. Thrasmedes sets up some suppressive fire to cover the furthest objective, and the sniper maintains LOF to the central objective and energy gate.
In my opponents final turn he focuses on safely throwing smoke on the central objective and running over to it with anyat and taking it from me.
End result 4:2 win.
This was a great game! I thought after the damage my opponent inflicted on me in turn two I might have had it. At that point I just wanted to make everything as order intensive and risky as possible for him to buy myself enough time to get the furthest objective, and then dig in and hold it at all costs.
I donâ€™t think my opening moves were very good in this game. Attacking the centre with ajax was probably too risky (Iâ€™d have been better off setting suppressive fire over the gate from my side rather than risking all the AROâ€™s of his side). Leaving the myrmidon with spitfire out against an enemy with an MSV2 spitfire and smoke was just plain stupid! Having done that trick myself so many times I really shouldnâ€™t have left myself open for it. Im not sure how I would have protected my flank left flank this way thoughâ€¦â€¦something, somewhere was going to be vulnerable to smoke + MSV2 tricks
Game 6, 300 points, vs Frenchies
The mission for this was capture the centre of the table. There were three zones:
4â€ radius from centre â€“ worth 3 points
8â€ radius from centre â€“ worth 2 points
12â€ radius from centre â€“ worth 1 point
I used my Achilles list again, figuring that the frenchies would struggle to deal with the horrible combination of speed, ODD, and ARM5.
My opponent had two groups
- 5 man metro link including a spec ops with +1BS, mimetism, AP sniper. There was a HMG in the link as well + a spare metro
- two suspicious camo markers that didnâ€™t deploy near eachother (yes they were both chasseurs)
- 3 loup garu, one with sniper rifle
- infiltrating sapper with a sniper rifle
Those of you who know the Frenchies will notice that there are a LOT of points missing here, and a rather suspicious two person gap in the 1st groupâ€¦â€¦looks like Iâ€™m facing the mirage 5 team then.
I won the WIP off for deployment and initiative and chose initiative (my opponent seemed fairly appalled that a 15 was a successful WIP test, but thatâ€™s what you get when your human+). The table was pretty even, lots of rocks and ruined buildings and hedges around. Facing the mirage 5 I wanted to smash that 1st order pool as hard as possible as soon as possible to limit the damage they would do once they arrived.
I got off to an OK start. The thorakitai link moved up steadily removing two of the loup garu, killing the metro HMG, and almost the spec ops as well (he passed both his saves and went prone for total cover. Achilles moved up, found a mine, shot the mine, but then failed to discover the corresponding chasseur. Finally diomedes landed right next to the metro link, killed one more while moving round a corner (another passed a save) to threaten the team if it moved in my opponents active turn.
Overall an ok alpha strike, but I did too much damage to the 2nd combat group (the loup garu had deployed high so had to be dealt with or I would be taking lots of unopposed viral shots!)
Predictable the mirage 5 came down to attack the myrmidon link (who had received one order in my turn to spread out and get some better positions). Luckily duroc only managed to kill a netrod and a single myrmidon before he failed all the nanopulser shots and diedâ€¦.phew! Margot followed up by killing the myrmidon with spitfire and wounding the officer. The chasseur began running at Achilles who discovered it, dodged the 1st flamer, got hit by the 2nd and took a wound but that was it.
Turn two saw the chasseur killed (I had to run the thorakitai over after the officer failed to discover it), and Achilles ran up to the centre while exchanging fire with the sapper sniper (and eventually killing it).
Unfortunately the killing of that sniper had used up too many orders and left the thorakitai link exposed. The enemy spec ops jumped up and managed to bring down thrasmedes and my sniper. Margot followed that up by killing the myrmidon officer!
At the start of my turn 3 Im one model away from entering retreat. Achilles takes care of Margot and returns to the centre of the table. Diomedes makes a desperate run for the objective zone while shooting the spec ops, discovering the 2nd chasseur, and killing said horrible skirmisher. He just makes it to the outer zone, and has put my opponent in retreat as well.
The final moves see a couple of token combi shots at diomedes who wins the shootout, and thatâ€™s game. 4:0 win.
This was another interesting game. We both did good and bad. My opponent deployed very well to forcibly distract my 1st turn onto his 2nd combat group, but also managed to put his snipers in some rubbish places that only threatened part of the central scoring zone.
I should have deployed diomedes straight away and really gone for the jugular on the link team to cripple that order pool. But the flip side was that my link teams and Achilles ended up a good distance from the table edge, and with good fields of fire for when the mirage 5 did turn up, thus forcing them to spend more orders to get shot and ultimately end up relatively ineffectual.
While the casualties were high I think my opponent focussed too much on killing my stuff. While he could deny me getting lots of stuff to the centre and thus getting the full 6 points he was never in a position to actually get anything there himself. After duroc went down he had nothing to actually go and get any points.
Hopefully you have all enjoyed this, and maybe even picked a few tips up on how to beat meâ€¦â€¦beat me! It only makes me stronger!!
Tristan managed to win the event for the 2nd year running. He was using military orders, Colin came in 2nd with Tohaa. I was the highest ranked ALEPH playerâ€¦.in fact I was the only ALEPH player in the top half (take that all you who donâ€™t like myrmidons!) The Morat player from game 5 just pipped me to the post for 5th place after getting a 6 point win in the final round.
The diversity of lists was incredible! The final rankings literally bore no resemblance to our recent event. While wondering around I actually walked past some of the top players without bothering to watch their games, I had dismissed the lists as looking pretty tame so figured they must be down the bottom somewhereâ€¦â€¦how wrong I was!
I am so very pumped for more infinity now. I still kind of want to get a second faction (and still cant decide what), but equally I am feeling a renewed desire to master the steel phalanx.