Friday, June 14, 2024
Battle Reports

Jhokalups – Field Operation Action Report – 5

Jhokalups Frontline Operation Action Report 5

StarCo v Force de Réponse Rapide Merovingienne

150 Recon+ – Exfiltrate

This week I had the pleasure of facing off against our local Warcor, TheDiceAbide. Since I was so late to game night we decided for Recon+ instead of ITS practice. A roll on the Recon+ table selected Exfiltrate. Which I have been told it’s a combination of Unmasking and Rescue. With some new buildings I have been working on setup we rolled Wip.



StarCo 7

1st turn Nathan

1st deploy Nathan

Sides Adam

Called at the end of 1, RG Spitfire killed everything in active and ARO.

Final Score 2-0 StarCo Victory

Adam’s list:

 Recon+ FRRM
7  1

 MÉTRO Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 MÉTRO Rifle, Light Grenade Launcher / Pistol, Knife. (0.5 | 12)
 PARA-COMMANDO (Forward Observer) Rifle / Pistol, Knife. (0 | 21)
 BRIGADIER BRUANT Lieutenant Molotok, D-Charges / Pistol, Knife. (1 | 28)
 BRISCARD (Forward Observer) Marksman Rifle / Assault Pistol, Knife. (0 | 25)
 BRISCARD Paramedic (Medikit) Marksman Rifle / Assault Pistol, Knife. (0 | 26)
 BRISCARD Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
3 SWC | 148 Points

Open in Infinity Army

My List:

 For funsies

5  3  1
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 EMILY Breaker Combi Rifle, Nanopulser / Assault Pistol, Knife. (0 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
3 SWC | 150 Points

Open in Infinity Army


TheDiceAbide chose table sides. He told me his choice was motivated by not wanting to move his stuff to the other side of the table.

Deploying I hid my Riot Grrl Core with Emily behind a building on my right, the Alguacil LT joined them. My Irmandinho was on the left lying down behind some cover. The CSU was more central with the Warcor. I held my bandit in reserve. I put my civilians in places I felt would be easy to get them back to my side.

FRRM deployed his link centered around a little forest thing, except for the heavy rocket launcher, which was staring down the longest fire lane. His metros were hiding in cover and total cover. The last thing I saw deployed was a Warcor.

I deployed my Bandit reserve just outside the exclusion zone. The FRRM reserve was a camo marker (Bruant Lt) in the forest.

Top of 1 – StarCo

To start things off my Irmandinho used his impetuous order to start going through the building to my left. He we discussed how to rule the buildings and used a “not through two” rule for line of sight through the doors. Next up I had five orders to get stuff done with. I used one to bring the Em+RG link into the building on my right. Using interior features to cover their approach to the firelane door. After looking through some doors we agreed on the sequence of models that would get sight on the door corner. Then I used an order an carefully placed the Spitfire Riot Grrl to see the Briscard Medic and gun it down. Next the RG-Spitfire took down the warcor. I realized that the Metro was prone behind, and the next model to become visible was the Briscard Heavy Rocket Launcher. I remember my mistake from my first game, and decide to move Emily and the Specialist Riot Grrl back a bit before taking on the HRL. I then get a clever idea to try and use my CSU to tag the HRL from near a civilian to negate blast mode. Two orders (one of which was a converted irregular) and one bad estimation of distance later… and my CSU is a pile of ash. At this point I pass turn. Electing not to move the Bandit

Bottom of 1 – FRRM

Starting off with a diminished link and a loss of orders TDA elected to try and force some hard ARO choices. Using a coordinated order (breaking the link) he brought the Briscards, a metro and a camo marker up. I elect to shoot the Briscard, winning the face to face and knocking it out. Another coordinated order brings the HRL and camo marker up to shoot at my Riot Grrl. This time I shoot at the HRL, taking a standard roll from Bruant. The HRL goes down and the Riot Grrl Suffers a wound. TDA elects to drop the Para-Commando behind my link. It lands right in front of my Alguacil, who takes it down with his Combi Rifle. Bruant makes one more attempt at the Riot Grrl, and goes down in a hail of Bullets. The Metro makes a speculative fire with a Light Grenade Launcher, but it fails to place.

With the two weakest models of his list left, we decided to call the game at the end of his turn.

Swapping my classified for Secure the HVT gets me some points.

Final Score: 2 – 0 StarCo Victory

Lessons Learned:

  • I continue to struggle to get the bandit to do work for me. This game I didn’t spend a single order on it. I could have used it’s irregular to get closer to one of my Civilians.
  • I placed my civilians poorly for Exfiltrate. Looking at the deployment pictures. I should have put them all in a row in the building on my left. They would have been out of line of fire from the back field and I would have had easy access to get them out safely.
  • The Riot Grrl Spitfire is really strong in Recon+, in StarCo being able to form a 3 person core makes her truly dominating.
  • I killed my opponent too well. Between my turn and his I cleared all the meaningful pieces off the table. In a tournament setting this would have left me with one more turn to actually try and secure some objectives. Which is a little difficult with only 5 regular orders.
  • If a game is to be recorded for a tournament or league, you should play out the turns. Objective Points are important. More important than the body count that a Riot Grrl can rack up.