Jhokalups – Field Operation Action Report – 21
StarCo vs Caledonian Highlander Army
300/ITS X – Transmission Matrix – Red Deck
This week I wound up playing against SprocketGX again, people scheduled against specific people and wanted to play against certain armies. So we throw down again. I have modified my StarCo list from last week, taking into account some weakness I found from game last time. So I get to see if the changes helped any. After setting up the apartment complex we got our classifieds and rolled off.
(Side note, my classified choices were between having the HVT civ-evac’d with one of my guys, or bringing back people with a doctor, both impossible* for my list)
Caledonian Highlander Army 11
1st Turn: StarCo
1st Deploy: StarCo
Caledonian Highlander Army List:
The apartments present such a tricky challenge for deploying. The safety of the upper floors it’s offset by a decrease in mobility. And the fire lanes can be both very open and surprisingly safe. The balconies provide good convert from upper sniper nests. Sprocket picked the sides for this mission, and looking back I think that might have been the better choice.
The location of Sprockets HVT; mid-field, on my left; dictated where I wanted Emily and friends. I put my Bandit KHD up on the second level near the middle zone. My other Bandit was in the apartment on my left. I had the Lunkhold cover Emily and friends. My Jaguars where in my central building, with the Irmandinho at the rear. My CSU and Uhahu were covering the antenna on my right.
Sprocket had the majority of his models in the apartment on his right; spread between the bottom two floors. He had a cateran and two highlanders on his left.
Top of 1: StarCo
Sprocket did the wise thing of taking orders from Emily’s pool, which also had Spector and the Hellcat. I walk the Irmandinho up to start covering the main area with smoke. I then spent 5 of my remaining regular orders Spec Firing with Emily at the Designated target; who then made successful armor saves on all 5 hits. After that I had my Jaguar Sync with my HVT and pull it into my center apartment. Then I realized how big (small) the control areas of the antennas were and that I had nothing in the middle area. I dropped my Hellcat in behind cover in what I hoped was within the central control area. Turn mangled I passed turn.
Bottom of 1: CHA
To start off all the impetuous things walk forward, then McMurrough comes jumping over the apartments and breaking out of any glue that hits him. When on top of the roof of the apartment by Emily and Co, he throws down a grenade that takes out Emily, while getting hugged by a Koala.
Then McMurrough jumps down, throws some smoke to cover the approach, walks around and double chain rifles the rest of the aguacils, taking out the LT. McMurrough takes another Koala and Heavy shotgun to the chest. A camo marker and some of the Highlanders walk into the center zone and Sprocket Passes turn.
We measure and the Hellcat is in the zone, but the Camo marker is worth more, so Sprocket scores this round.
Score at End of 1: 2 – 0 CHA Favor
Top of 2: StarCo
Starting the top of turn two in Loss of Lieutenant isn’t great. I do some visual eyeballing, then have Uhahu put up assisted landing and drop Spector in near the Cateran. Apparently I didn’t eyeball well enough, since one of the highlanders gets a change face. I use a command token to have Spector go in and take out that Highlander, then get into Sprocket’s zone on my right. I stand up my Al Hawwa and have it tank every shot and take out some Highlanders. After repositioning my Jaguars and CSU to watch for things, I pass turn.
Bottom of 2: CHA
The Highlander by Spector goes in with the Impetuous order and puts Spector into no wound In-cap. Another order and the Highlander takes out Spector. The AP HMG Grey gets up on the Roof and takes out the Al Hawwa, then the Lunkhold gets taken out. Next a Highlander comes in to try and fight my Irmandinho. The Irmandinho eventually wins the CC fight against the Highlander. Sprocket has another set highlander come around and take out the Irmandinho. The M12 rides up to try to save an Unconscious highlander and puts it into the dirt. That done Sprocket passes turn.
Controlling three zones again Sprocket scores another 2 points.
Score at End of 2: 4 – 0 CHA Favor
Top of 3: StarCo
Ok, things are bad, but not irrecoverable, actually they are fairly irrecoverable. I don’t have enough orders to get to the M12, kill and steal the MedPack, come back to bring back two people, then control zones. I will settle for trying to score a point or two. I start by having my Irmandinho throw out a smoke cloud to cover A retreat by my bandit to get the Designated target. The Irmandinho ties the face to face with the Grey by both rolling 2s. The bandit starts the run anyways and winds up going down. I then think I could at least get some points by controlling zones, So I have the Hellcat advance around a building to try and take out some models only to get plastered by the Cateran. Without orders I pass turn.
Bottom of 3: CHA
After looking at the board, what Sprocket needs to get done and what has already been done we decide to call the game there.
Sprocket controlling more zones on the last turn give him 2 more points.
Final Score: 6 – 0 CHA Major Victory
Before I get too far into balming dice and lamenting that Sprockets DT should be dead, dead, dead. Let’s take a look at the Check List from OO3.
- Dominate the closest two Transmission Areas +1 Point / Turn
- Dominate Middle or Far Transmission Areas: +2 point / Turn
- Hunt Designated Target: +1 Point
- With Data Tracker: +2 Additional Points
Now, on my list I have Hunting the Designated Target as the last thing I should be doing. And on my first turn, I spent over half my pool with both drop troops spec firing at the DT. This left me without orders to actually get models into the middle zone, or develop a defensive net to deal with McMurrough. Basically I got focused on correcting dice, spent too many orders and then left myself on my back foot. Had I developed my defensive net turn 1 I could have protected Emily and Friends better than they were. Set up some ARO’s to actually deal with McMurrough, and maybe even put the Camo Markers into position to ARO
Another error I had was with my Bandit KHD deployment. By having her up on a second floor balcony I couldn’t bring her down without spending way too many orders. I also thought she was inside the zone of the antenna. She was in ZOC, but antennas score within 4”. The KHD should have been on the ground and inside the middle zone.
I think my second turn went about as well as it could have. The only thing I could have done better would have been to have the Al Hawwa ARO the Highlander on the way into Spector. I find myself struggling with how to use Spector. Running the numbers he doesn’t have a great chance in CC against the Highlander. I like the idea of him walking/dropping in to bash heads and force some weird AROs with the Drop Bears, but I haven’t gotten him to click yet.
There is a lot to think about from this mission, how I play it, how to play and deploy on my table, and how to build lists for all of these things. Hopefully I will have something sorted by our next event.
Alright, until next time.