Friday, July 12, 2024
Battle Reports

Jhokalups – Field Operation Action Report – 43

Jhokalups – Field Operation Action Report – 43
Jurisdictional Command of Bakunin vs USArianda Ranger Force
400/ITS 11 – Countermeasures – Tactical Window

This report may be a bit more brief. I have not been inspired to write lately and it has been a couple weeks at the time of this writing since I have played this game.

This week was the last regular game night before we got fully into winter break and people traveling. I rolled up against Markob and we decided to do Countermeasures on Tactical Window and 400 points.

Wip Roll

Jurisdictional Command of Bakunin – 10
USArianda Ranger Force – 11

Decision: Markob
Deployment: Jhokalups
Initiative: Markob
1st Turn: Markob
1st Deploy: Markob

USArianda Ranger Force List:

 Highly Suspect

GROUP 1  10
 MINUTEMAN Lieutenant Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22)
 MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
 MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
 MINUTEMAN Missile Launcher, Light Flamethrower / Pistol, CCW. (1.5 | 29)
 BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36)
 BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36)
 112 Light Shotgun / Pistol, CCW. (0 | 12)
 DOZER Rifle, D-Charges / Pistol, Knife. (0 | 13)
 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
 MINUTEMAN AP HMG / Pistol, CCW. (1.5 | 34)
GROUP 2  4  1  1
 FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 MARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 22)
 MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)
 MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 32)
7.5 SWC | 399 Points
Jurisdictional Command of Bakunin List:
 Capture and Protect
GROUP 1  7  1  1
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  6  1  1
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 ZOE & PI-WELL . (0 | 47)
   ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
   PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
7 SWC | 400 Points

Our table was a little bare, we had some varying height buildings and some crystal structures breaking up sightlines. I chose the side that had some more buildings to hide things behind.


Markobs three HVTs were across the middle of the board, each in a separate third. The two black jacks covered the right side fire lane. With an motorized 112 behind the small grey building with the blackjack. The Foxtrot was front and center, right by an HVT. The Marauders were up top on the grey building to the left. And the minutemen hug the ground level of that same building.

I had my E/M Morlock and the minelayer Zero on the green building to me left. The Taskmaster covered one set of crystals with my Spitfire Grrl. The missile Grrl was hiding behind a low wall to look down the firelane that had the Blackjacks looking her way. Around the back of my center gray building I had the rest of my Grrls. Zoe was tucked in on the right side of that same building. My Zero KHD was behind the right purple crystal. I had my Reverend Healer on the ground of the right grey building, and my Custodier up top on that building. My DA Morlock was behind that building. Pi-Well covered my back field from behind the green building on my right.

Top of 1: Markob USARF
Experimental Drug
Test Run
Discard: Test Run
Draw: HVT Designation

In the initial flop, we have Experimental Drug, Predator, and Test Run. With no remotes, Markob elects to discard Test Run, and picks up HVT Designation in its place. Markob then proceeds to use a foxtrot to come up and complete HVT Designation, unfortunately, the Foxtrot also goes down to a Zero in ARO. After that, a Marauder HRL stands up to try and clear out some of my Grrls. The Marauder goes down unconscious. Out of orders in that group, and feeling the models were pinned in the other group, he ends his turn.

Completed: HVT Designation

Bottom of 1: Jhokalups Bakunin
Draw: HVT Espionage
Discard: Experimental Drug
Draw: HVT Kidnapping

I drew Espionage, and elect to discard experimental drug, since there was a paramedic right by that unconscious marauder, and draw HVT Kidnapping to replace it.
I start by setting up my Grrls to start clearing the way of Blackjacks. Then have the spitfire Grrl take down a devil dog that is creeping up my left side. Then my Morloks rush forward and take out the unconscious foxtrot and Devil Dog in CC, giving me Predator. After shuffling models into a defensible position, I ended my turn.

Completed: Predator

Classifieds complete at end of turn 1: USARF(1) Bakunin(1)

Top of 2: Markob USARF
Draw: Capture
Discard: HVT Espionage
Draw: Net Undermine

Markob draws capture and elects to discard HVT Espionage, he draws Net Undermine as the replacement. He then immediately has Van Zant walk on, and complete Net Undermine. Van Zant then comes forward and ties up my Reverend Healer, he then walks into base with her unconscious body. After that he ends his turn.

Completed: Net Undermine, Capture

Bottom of 2: Jhokalups Bakunin
Draw: Data Scan, Follow Up

I draw Data Scan and Follow Up, and seeing that I can easily complete both of those I do. An interesting thing about Counter Measures and the Capture classified, is that normally it is scored at the end of the game. In Countermeasures it is scored at the end of turn, which leaves the model that completes it engaged until that player’s next turn. So I immediately have my Custodier complete Data Scan on the trapped Van Zant. Then I walk my taskmaster up a bit and complete Follow Up. After that I spend a lot of orders futzing around with Van Zant, eventually killing him, but taking too many orders to do it, leaving myself in a poor position. Knowing that I end my turn.

Complete: Data Scan, Follow up

Classifieds complete at end of turn 2: USARF(3) Bakunin(3)

Top of 3: Markob USARF
Draw: Sabotage
Discard: Sabotage
Draw: Mapping

Markob draws Sabotage, discarding it to draw mapping. After knocking out one of his Minutemen, he has a different Minuteman pick the unconscious one up and carry it forward to complete Rescue. He also successfully takes out his own Marauder with the paramedic. Out of orders, he ends his turn.

Completed: Rescue

Bottom of 3: Jhokalups Bakunin
Draw: HVT Inoculation
Discard: HVT Inoculation
Draw: HVT Retro Engineering

I draw HVT Inoculation, but discard it because I have no doctor, I draw HVT Retro Engineering as a replacement. The only two I can realistically finish are Kidnapping and Mapping. I have my Taskmaster complete Kidnapping. I then spend the rest of my orders running my Custodier across the map to attempt mapping. She makes two attempts and fails both.

Complete: Kidnapping

Classifies complete at end of turn 3: USARF(4) Bakunin(4)

With four classifieds a piece and no data tracker to complete them, the game ends in a:

Final Score: 6 – 6 Draw

Lessons Learned:

This was a pretty interesting game, seeing a Tactical Window USARF list was… interesting. It had all the toys, but none of the usual chaf (grunts) that I am used to seeing. Playing Countermeasures with the Green deck is, a little silly, we were both able to complete 4 classified objectives, and I nearly finished 5. After this game and a couple others, I really see the appeal of the red deck.

I didn’t like the way that Capture works in countermeasures. It didn’t feel right that Van Zant was stuck by my Reverend Healer, trade-offs I suppose. I really messed up my plan for dealing with Van Zant, it took too many orders and was not reliable. Having Pi-Well take him out with Triangulated Fire would have been much easier and with no risk to any other pieces. I really need to remember Triangulated fire, seeing as I have so many models with it.

Until next time.