Infinity Campaign Progress:

Infinity Campaign Progress:
PlayersRace / ArmyTotal GamesWinsLossesTiesCampaign Points
DuncanAriadna22007
BruceNomads623111
RyanNomads10101
GrahamYu Jing40223
DereckPanOceania430113

Tuesday, May 12, 2015

BatRep: 200pts Nomads vs PanOceania

Once upon a time, I mentored Derrick into the joys of playing PanOceania.  Now, the Padawin Learner was going to show me that he was now the master…

Ooops!  Wrong Sci-Fi Universe!  (But not by much!)

So, first things first, I have updated the tables today with the (known) battle results.  Anyone participating, please let me know of any battles that appear to be missing!

Second: If you want to post a battle report, PLEASE let me know and I can either post for you or grant you rights to add posts!

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I downloaded the Infinity ITS (International Tournament System) package from the Infinity Web Site.  As the tournament system is intended for 200point, 300 point and 400 Point levels, we decided to randomly roll a mission and see how well they worked.

We rolled “Frontline”.  The table is a standard 4’ X 4’ with 12” deployment zones.  The mission is to “Dominate” as many of the 8” bands in between the deployment zones as possible.  To Dominate a zone, a player had to have more “Army Points” within a zone than their opponent.  Models “crossing a line” would count toward the zone they were mostly in (couldn’t claim both).

The Battle Field

Also, players were to roll for 2 individual (secret) objectives as well, to be revealed as the objectives were completed.  As we didn’t have the new cards yet, we used the tables from the Scenarios section of the book (which match the tables of the ITS Packet).

Nomads:
  • Internentor (Lieutenant)
  • Reverend Healer
  • 2 X Wildcats
  • 2 X Alguacils
  • 1 X Alguacils Paramedic
  • Iguana T.A.G.


Nomad's Deployment



PanOceania:
  • Orc w/ Heavy Machine Gun (Lieutenant)
  • Orc (Standard Multi-Rifle)
  • Akal Commando
  • Knight Hospitaller Doctor 
  • 3 X Fusilier 
  • 1 X Fusilier Hacker


PanOceania Deployment


Nomads had first turn, but PanO played a Command Point to reduce the Nomad’s Orders by 2 for the first turn.  (Anyone else notice this becoming a standard tactic in their games?)

Turn 1:
So, the first thing Nomads did was put both the Iguana and a Wildcat on the roof of the Powerhub Module on Suppression Fire.  

The Nomads then spent the remaining 4 orders running the Paramedic forward to the Enemy High Value Target (HVT) and successfully completed a Willpower roll.  This completed one of the Nomad’s Secret Objectives; Inoculate for 1 Objective Point.  Using the last part of the last order, the Paramedic ducked behind a Cargo Container.  Seems she felt the Orc HMG was a little too close for comfort.  She was right…

Nomad's Paramedic Inoculated the Enemy HVT!
(Then Hides!!!)

The PanOceania forces then used Combined Orders to move a group of soldiers forward on the Nomad’s right.  The Knight took a hit from Suppression Fire from the Wildcat, but ignored it thanks to the Knight’s excellent heavy armour.  The other Orc trooper took a wound from another shot but managed to kill a Alguacil on a rooftop using Shock Ammo.

Orc Kills an Alguacil!

The PanO Hacker then successfully deployed the “Fairy Dust” application, giving all his heavy troopers Firewall Protection from the Nomad’s Hacker.

The Orc HMG spent 2 orders to pop around the corner and blast away at the Nomad’s Paramedic, but triggered AROs from the Iguana.  Facing a full burst of HMG fire with no “counter” didn’t sit well, so the Orc split fire between the Iguana and the Paramedic.  The Paramedic was wounded and knocked unconscious, but the Orc took a wound from the Iguana.  The Orc voluntarily failed his Gut Roll and fell back into better cover.

Orc HMG Knocks Out Paramedic But Takes A Wound!

The Knight then peeked around the corner and fired at the Wildcat on the roof, triggering an ARO and shot back.  Due to the Wildcat’s Suppression Fire, the Knight took a hit which was saved by his armour.  The Knight spent another order to once again shoot the Wildcat but this time the Knight was wounded in the exchange of fire.  At this point, Derrick realized his Knight would become Impetuous next turn.  Before he “lost” control, the Knight was ordered out from cover to attempt to Innoculate the Nomad’s HVT, but was gunned down in the process by combined fire of the Wildcats and the Iguana!  Objective Failed!

Turn 2:
In the Nomad’s Turn, the Iguana spent 2 orders to move and shoot at the Orc HMG.  The Orc shot back and damaged the TAG!

The Reverend Healer spent 2 orders to move forward and attempt to heal the Paramedic, but in spite of using a command token to make a second attempt, the Paramedic died.  The Reverend Healer then ran towards cover and took a shot that was deflected by her armour.

Iguana Takes Damage Trying To Protect Rev. Healer...

The Iguana then moved back into better cover, having fired at the Orc as he retreated.  Though the Iguana hit the Orc twice, the combination of Heavy Armour and Cover saved the Orc from a second wound.

Emboldened, the Orc HMG stood up and fired at the Iguana, but the armour saved the TAG from damage.  The Orc HMG then spent an order to activate Suppression Fire.

The Commando then dropped from the skies.  The Nomad Hacker attempted to hack the Drop Craft but failed to do so, which allowed the Commando to land pretty much where he wanted.  As the Commando dropped within the Zone Of Control of the last Alguacil, the Alguacil warned the Interventor and both turned to face the new threat which was behind their backs.  It didn’t matter.  The Commando spent 2 orders to shoot and kill both the Interventor and the last Alguacil.

..While The Commando Kills Two And...

As a final insult, a Fusilier peeked around the corner and shot the Reverend Healer Unconscious, in spite of the return fire from the Iguana.

..Rev. Healer Knocked Unconscious anyway!

Turn 3:
So, if you remembered my Nomad Army List, you realize that the Interventor was my Lieutenant and he was now dead.  That placed my force in “Loss of Lieutenant” mode, but because I still had over 25% of my forces on the table, i didn’t have to retreat.  Each surviving unit now took an “Irregular” Order that could only be spent on themselves.  With only 3 figures left, it was a short turn…

The Iguana spent his order to go on Suppression Fire.
The Wildcat on the roof had to spend an order to turn slightly, to keep the Commando in his arc if the Commando should pop his head out once more.
The Wildcat on the ground moved forward, out of the deployment zone.

Nomads Try To Take A Stand!

The PanO Hacker moved forward but was out-of-range to attempt a hack on either the Wildcat or the unconscious Reverend Healer.

The Commando popped around the corner of a Cargo Container and took shots at both Wildcats, but generated two reactions in turn.  Both AROs missed and the Commando failed to hit the Wildcat on the roof, but hit the Wildcat on the ground.  The Wildcat made his armour save and deliberately failed his Guts Roll so he could duck between the Containers, out of sight of the Commando.  The PanO Hacker then spent two Orders to scan the Wildcat that had dodged into his Zone of Control, completing one of the PanO Secret Objectives for 1 point.  The (standard) Orc then used an order to move forward and kill the Wildcat on the ground with Shock Ammo. 

Wildcat Scanned, then Shot!!!

The Commando then shot at the Wildcat on the roof once more and successfully hit him twice.  The Wildcat made both Armour Saves and voluntarily “failed” his Guts Roll and fell back out of Line of Sight.

Not wanting to expose any of his other troops to Suppression Fire from the Iguana, the last order was an “Idle” order.

End of Game:


Both PanO and Nomads “dominated” the 8” closest to their deployment zones for 1 Objective Point each.  Both had completed 1 Secret Objective for 1 more Objective Point each.

However, the PanO Forces had Domination of the Center Zone, which gave them an additional 3 Objective Points.

Final Score:
PanO:                  5 OP
Nomads:              2 OP

PanO Wins!
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Great Game!

First of all, a well fought battle by Derrick, he deserved the win!

  1. I think the plan went well on my part.  Some bad dice rolls cost me my Paramedic & Reverend Healer which I didn’t appreciate.  I did make a couple of errors during the game.
  2. I had meant to put a Fusilier on the roof, not a Wildcat.  I didn’t notice it until after the first turn had started, so I was stuck with it!  Turned out the Wildcat was a better shot, so it wasn’t a complete loss!
  3. I would have liked to have put the Iguana farther Left (it would have prevented the Orc HMG from coming forward and attacking the Paramedic).  I could then place more troops on the Right and may have been able to deal with the Commando better.
  4. I could/should have moved the troops on the ground forward (including the Iguana) on turn 2 and maybe have been in a position to dominate of contest the Centre Sector for more points.


Things I learned:
  • TAGs are impressive while on Suppression Fire!
  • Heavy Armour + Cover = TAG-Like Armour Saves!
  • I hate Airborne Deployment!!!
  • 3 Turns isn’t very long to accomplish these missions – you HAVE to be AGGRESSIVE to have a chance of winning!



Thanks for reading!  I hope you enjoyed the game!

1 comment:

  1. Great game. The Commando worked well. Should not have pushed the Orc on my right like that. Should have used the Lt Grenade launcher that one of the Fusilier had to 'thump' the Reverend Healer with out exposing my self.

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