So Mike and I decided we wanted to play Infinity again –
this time using 300 point forces. Coincidentally,
we realized that the Tournament scenarios go posted so we decided to try one
out!
Mike’s Forces:
-
Joan D’Arc 2.0- Teutonic Knight with Combi-Rifle
- Teutonic Knight with Spitfire
- 3 X Order Sergeants with Combi-Rifles
- Specialist Sergeant with Multi-Sniper Rifle
- Fusilier Hacker
- Fusilier Heavy Machine Gunner
- Magister Knight with Explosive CCW
My Forces:
-
Fusilier Lieutenant- Fusilier Hacker
- 2 X Fusilier
- Orc with Multi-Rifle
- Orc with Heavy Machine Gunner
- Auxilia with Auxbot
- Knight Hospitaller Doctor
- Knight Santiago with Spitfire
- Croc Sniper with Sniper Multi-Rifle
Mission: Frontline
4’ X 4’ table, 12” deployment zones.
The area between the Deployment Zones are divided into 3
bands, each 8” wide. 1 Objective Point
is awarded for controlling the band closest to your deployment zone, 2 OPs for
the Center band and 3 OPs for controlling the band farthest away. To control the band, the player must have the
most points-worth of troops in the band.
Each player rolled for a “Secret Objective”, worth 1 OP. Mike’s special mission was to gain “Telemetry”,
succeed a Forward Observer Marking Roll against an enemy model. Unfortunately, he didn’t have anything with
FO ability, so it was a wasted mission. My
special mission was to do a “Data Scan” – do a successful hacking roll against
an enemy hacker, HI, REM or TAG.
Mike then moved his troops forward, behind the church and
the Cargo Containers. This triggered a
couple of Automatic Reaction Orders (AROs) from my troops, but caused no casualties.
Finally, Mike’s Sniper finally popped
out on the 2nd floor balcony on the building in his deployment zone,
to shoot at my Hacker. Fortunately, the
Hacker’s armor deflected the shot.
Unfortunately for Mike, my Croc Sniper ARO’d his sniper and got a
Critical hit, killing Mike’s sniper. First
blood to me! My Orc HMG suffered a wound
and ducked out-of-sight behind the wall she was hiding behind. I promptly forgot all about her until after
my 3rd turn…
Turn 2:
My Sniper and Fusilier on the 2nd floor on the
right-side building did a Combined Order and fired at 2 targets (An oops of 2
parts – I realized later I was supposed to fire both at the same target and cut
the Burst Rate in ½!). Giving them each
a second order, I killed a Teutonic Knight and the Magister Knight. Moved the hacker forward to the Church and
then moved the Auxilia and Auxbot last.
The Auxilia stayed out-of-sight behind the church while the Auxbot flamed
an Order Sergeant, though Sergeant managed to kill the Auxbot with his ARO.
Mike then started his activations. Joan moved forward and killed my hacker
inside the church. The Teutonic Knight
peaked around the corner and shot at the Knight Doc, wounding it, but he
suffered a wound from AROs from the Croc Sniper.
Turn 3:
My knights and Orc moved forward to get into the center section. The Orc got into a dugout but was shot by an ARO, took a wound and ducked down for the rest of the game. The knights managed to make it into the center band and took cover.
Mike moved someone (Think it was an Order Sergeant) out to shoot at the Orc in the dugout. The Croc managed to ARO and kill the shooter, but the damage was already done. Mike then charged Joan and another figure into the Church, managing to kill the Knight Hospitaller and the Auxilia!
Thus ended Turn 3 – and the Game!!!
When we measured the zones, we both got 1 OP for claiming
the Zones closest to our deployment zones.
Mike actually has Joan 2.0 and two other models in the Center Zone,
whereas I only had the Knight Santiago – Mike got to claim 2 OP for the Center
zone – winning the game 3 : 1!
=============================
So, Army choices: I don’t really have a lot of complaints
with my force composition. It was doing
what I expected, I just didn’t win because I did some dumb moves and Mike was able to capture the center in the last turn. Any
issues I had were rules issues. This is
not to imply that Mike and I couldn’t agree – it’s just we were both
re-learning the rules and we both had questions and issues.
Things I know we screwed up:
-
The previously mentioned “Combined Orders”
Boo-Boo! We were supposed to target the
same figure and reduce their burst size.
This was a “Heat of the Moment” error – neither of us caught it until
much, much later.
-
Declaring Automatic Reaction Orders – I was bad
for not remembering to declare all of it at once before the dice started
rolling. I missed a few possible reactions as well. This is something that will be fixed with
more practice on my part.
-
Somewhere around Turn 3, Mike realized that if
you got the cover bonus against the “to hit roll”, you also got +3 Armor. We forgot this, so we continued not granting
the extra 3 ARM as it could have thrown the scores way off.
-
It is a 28mm skirmish game. I screwed up some basic “Line Of Sight” calls
as I mixed up rules between game systems more than once… (Sorry Mike – rediscovered you were right
after I reviewed notes when I got home.
-
Some confusion with the special rules for the
individual models. It’s the same issue 40K
has – too many special rules for each and every model type and weapon. Again, it’s a familiarity thing. The more we play, the more the rules will
make sense.
Terrain deserves special mention. I got to the FLGS before Mike and setup a 4’
X 4’ area for the mission. Mike reviewed
the table and made a couple of minor changes, BUT there was a huge fire-lane
that extended 30+” in front of the Church that neither of us noted before the
game. As a result, I had Mike trapped
for a good length of the time in the one corner.
The unintentional LOOOONG Fire Lane!
We knew we needed more terrain, I just need
to get down to it! We both agreed the
large church needs to go. Not that we’re
anti-Religious (Mike was playing Holy Orders!).
The church just took up too much space and made for a huge killing zone
inside. We would have been better off
with 2-3 smaller buildings or (a LOT) more cargo containers.
All and all, a very enjoyable game. Thanks Mike!