Thursday, December 27, 2018

Strategos Series: BATTLE IN THE VINES – MAY 2018- USA Ideas on Maneuver and Attrition


BLUF- Bottom Line Up Front- Came 3rd out of 32 players (?34-36)

Discussion Format

Report- EN list, Deployment, Turn by Turn
Fix- critical failures
Sustain
Improve- done correctly in places but not well.

GLOSSARY

COG- centre of gravity
CC- critical capability
CV- critical vulnerability
EN- enemy
FR- friendly
FLET- forward line of EN troops

The reports are based on memory with the help of some photos gleaned from the Infinity Australia Facebook page.  There will be inconsistences (especially with the photos which were taken at different rounds of the tournament when terrain had been adjusted) that I hope I’ve been able to get around with some labeling.  Knowing how unreliable my memory is, I’ve tried to record it all as accurately as possible but don’t be surprised if some the details don’t add up- the report will really only give you a gist of what happened.


CONTEXTUAL DIFFERENCES CONTRIBUTING TO SUCCESS

-       mission selection
-       “Classic” infinity
o   no split deployment,
o   not relying on destroying terrain/ looting etc.

-       Good tables- see terrain- generally well balanced (maybe a touch dense?)
o   Not one sniper nest that can see into the entire deployment zone

-       HIGHLY CLASSIFIED- key swing mission for Ariadna
o   “good” classifieds that meant I had a possibility of winning rather than playing for a draw

-       Match ups generally favourable
o   Familiarity- with CC and CV in most cases.


MY LIST- "BATEMAN’S 300"


COMBAT GROUP 1
COMBAT GROUP 2


GAME 1- SUPPLIES- EN: ISS

LIST
-       Kuang Shi + CG link
-       Rui-Shi x2
-       TR Bot
-       Holo-Echo Bot
-       Sophotect
-       Ninja KHD
-       Merc sniper
-       CG
-       CG Hacker
-       Sensor bot x2
-       Warcor


TERRAIN & DEPLOYMENT

I lost the Lt. roll off and ISS picked deployment side and made me deploy first.  


The board was dominated by two main streets which ran from each deployment zone to the other. 

The three supply crates stood along the centre line- and I noticed that the centre crate was effectively shielded from approach from the ISS side.  An alleyway between the two buildings in the centre of the board (in front of the Kuang-Shi skirmish screen- see later)- was blocked off.  My midfield skirmishers would be effectively protected from any AROs.

There were plenty of covered positions for VanZant and the Airborne Ranger to come on out of view so I was quite happy with the terrain.

USA Deployment

Both my infiltrating Grunts failed their rolls- trying to position in nuisance spots on the centre buildings.

I put my Grunt link castled up on the roof of some buildings on the right flank. 

My Foxtrots I placed close to the centre and left supply box (but still in cover).  My Hardcase  and his Ambush Camo marker I put on the main street leading to the Grunt link as a picquet.

The Desperadoes I placed on each flank to give me flexibility in choice of attack direction.   

I put my Blackjack as my reserve on my left flank in order to be able to threaten the other main street.

ISS Deployment

ISS deployment was in a defensive castle. 

The EN specialists  (Sophotect and Celestial Guard hacker) were well protected in their centre, covered with REMs  (including a Ruishi) and a Kuang-Shi + Celestial Guard skirmish screen on the street immediately in front of them.  Prone on the roof were a Celestial Guard hacker and presumably a Celestial Guard Lt.

Protecting the EN right flank- staring down the street where the BlackJack was- was another Ruishi.  A mercenary sniper was placed on a gantry on the same flank.

Guarding the EN left flank, facing off against the Grunt castle, was a TR remote, and a Liu-Dan (holo-echoes deployed).


TURN 1


USA Turn 1

Seeing the Kuang-Shi skirmish screen in the open on the ISS right and worried somewhat by the Holo-Echos and TR bot on the ISS left - I aimed to take out the ISS right flank.

My Desperados raced up both flanks and patiently waited for an opening.  My leftmost Desperado hosed the sniper on the ISS right flank down with his double assault pistols and salivated at the idea of being able to catch the Kuang-Shi link team under a chain rifle template.  

But I needed to make a space for him to go first.  My leftmost Foxtrot slid into view of the Ruishi on the ISS right flank and did a surprise Forward Observe which was successful.  I followed it up with a Guided artillery strike from the Katyusha catching a Kuang-Shi and a nearby helper bot in the blast. 

The Ruishi was duly taken out of action as was the helper bot.  The Kuang-Shi took a wound and went dogged. 

Racing around the corner- the Desperado laid down a chain rifle template- catching the dogged Kuang-Shi and another member of the link team but I was a centimeter short of the Celestial Guard controller.  The link team blazed away in ARO and killed the Desperado outright.  It wasn’t all in vain though, as another Kuang-Shi dropped unconscious. 

Hoping to reinforce the attack- VanZant wandered on the same side, turned a corner and was promptly critted by the dogged Kuang-Shi’s pistol.  I was a bit disappointed- but made VZ dogged- walked him further around the corner and threw all my shots into the Celestial Guard controller who elected to shoot back.  The dice didn’t go my way and VZ was dropped where he stood.

My Grunt HMG stood up- hoping to deal with that TR bot down the street- and starting a trend for TR bots at this tournament- got crit in the face for his trouble.

It wasn’t a great turn- the left flank alpha strike failed to materialize AND I hadn’t managed to get any supply boxes either.

ISS Turn 1

The Sophotect made some quick moves around to the downed Ruishi and attempted a resurrection.  I kicked mentally myself for not finishing off the Ruishi properly.  I clearly needed more coffee this early in the morning- I wouldn’t forget that again. 

Luckily for me the Sophotect failed!  But she continued on her jaunt- resurrecting an unconscious Kuang-Shi and claiming a classified.

Reforming the Kuang-Shi link team- they snaked around the ISS leftmost main street (Maybe the smoking remains of VanZant put them off going the other direction).

Smoking their way towards the nearest supply box- the TR bot and maybe the second the Ruishi moved into better positions to help out.  My Hardcase and remaining Desperado found themselves on the receiving end of some ISS love and were taken off the table.

Finally the Celestial Guard hacker moved into a better position on rooftop gantry.


TURN 2


Turn 2 USA


I was down 0-1 and needed to get some points on the board. 

First thing I did was move the BlackJack to my main pool (Grunt order power!).  I had lost my HMG and needed a high burst weapon to utilize those orders.

I sent my leftmost Foxtrot into the closest supply box- grabbed its contents on a successful WIP roll (phew) and raced back into a sheltered nook in my deployment zone.

My centre Foxtrot tried to access the centre supply box- but was denied hard on a crappy WIP roll (18 or something).  Doing the whole “move 2” there, 2” back” and activate meant I was closer to total cover  which worked out well because I had run out of orders to recamo (which would have been my preference).

Then I began the laborious process of walking (ambling?) the 4-2 Blackjack from it’s position on the other side of the board to face off against the threatening Kuang-Shi.  He did some good shooting- knocking out a holo-echo (see rules clarification) and then the actual Liu-Dan itself.

Turn 2 ISS

The Celestial Guard controller moved up to a supply box, losing a Kuang-Shi in the process to the Blackjack.    A quick check of the mission and the army list found that only specialists could access the supply box which a CG Controller is not.  With that determined the Kuang-Shi moved to contest the centre supply box instead.

The Sophotect and the Celestial Guard hacker now made a bee line for the two remaining supply boxes.



TURN 3



Turn 3 USA

I needed the centre supply box and it was being guarded.  The Celestial Guard controller and a Kuang-Shi were lined up against the wall (around the corner from the Foxtrot who failed getting the supply box last time). 

Moving just shy of the edge of the corner- the Foxtrot FO dropped a mine.  His next order, he came around the corner and was able to just see the Celestial Guard controller and fired.

There are no good choices in situations like that and the Celestial Guard dodged.  The Foxtrot killed the Guard and the mine caught the dodging Kuang-Shi in the blast (who didn’t pass his dodge and failed his armour roll).

With that out of the way, the Foxtrot FO made it to the supply box, extracted the supply and raced home.

To try an deny access to the last supply box- I marched the Blackjack down the street- killing the Celestial Guard Hacker up on the rooftop before going into suppression.

Turn 3 ISS

There wasn’t a lot that could be done to swing the game back- but the last Ruishi gamely advanced on the Blackjack.  Finally turning a corner, it was turned into swiss cheese by the Blackjack but it let loose with it’s heavy flamer… and roasted the Blackjack into unconsciousness. 

Minor win

KEY LESSONS:

Fix
1.     Ensure the kill- ESP on Remotes. 

Sustain
1.     SURPRISE FO/ Artillery strike
a.     Works when you are B2 vs B1
b.     Works better when it’s unopposed

2.     Mine and shoot tactic
a.     Order intensive but gives the “bonus” mine strike to usual shooting
b.     Hard choice for reactive player dodge or shoot
c.      Disadvantage in that you won’t get cover typically (you laid the mine on the corner)

Improve
1.     Never allow more than 1 ARO at a time.
a.     Desperado rush should have been a steady 5 dice DAP vs one ARO at a time. 
b.     Racing out and attempting to chain rifle multiple targets has it’s place but in this case the chain rifle targets were not that bunched up and ended up being poor yield.



GAME 2- Frontline- EN: OCF

List
-       Sphinx
-       Rodok link with ML + Samaritan
-       M drone
-       Q drone HMG
-       Ikadron x2

I have no photos and will do my best to describe what happened. 

Won Lt- picked deployment (hoping opponent would go first).  I went second.

Deployment

The Rodok link deployed in the centre of their deployment zone (the only place with total cover from AROs).  The two drones watched their left flank- where there was relatively open terrain.  The Ikadrons took up positions on the extreme left and right flanks.

Seeing this- my infiltrating grunt made his roll- being able to stare down the Rodok missile launcher.

My midfield skirmishers took the heights on the buildings between the two deployment zones- weighted on my left. 

Why left? 

My left was where I decided to castle up.  It had the most buildings and I was able to hide most of my link team and specialists inside- prone.  Roof tops are useless with super jumping Rodoks around but to make sure it wasn’t all going to be their way- I left two FO Grunts on the roof top to hopefully blind any Rodoks that got close.  Rodok shotguns would make short work of the men in the buildings so they couldn’t have free reign.

The reserve Sphinx took up position on the Rodok right- directly opposite my castle, where it could utilize it’s climbing plus to good effect on the tall buildings- and engage my link team directly.

Having run out of places to hide on the left- my reserve Blackjack hid off in a nook on the right- wary of Rodok missile launchers and the Sphinx.


TURN 1

Turn 1- Onyx

Recognizing the infiltrating Grunt as the threat he was, the Q-Drone HMG moved to get line of fire.  One of my Foxtrots watched it all happen and I did weigh up the possibility of shooting the REM.  But at poor range and with the REMs mimetism- a Foxtrot B1 hitting on 5’s didn’t feel like great odds. 

Electing to do nothing, the Foxtrot was discovered by Q Drone.  Sweating at the thought of the Q Drone hosing him down- the Foxtrot dodged prone at the next order. 

The infiltrating grunt didn’t get to live up to his nuisance value as the Q drone nudged around a corner beyond 16” and blazed away.  The Grunt failed his dodge and was killed outright. 

With the Grunt’s heavy flamer out of the equation, the Sphinx confidently raced forward, climbing over the buildings and finding himself on the roof of a two level building staring down into my Grunt castle.

It claimed a Hardcase on the way, who sacrificed his life to discover it (in hindsight a poor choice on my part to reveal him). 

My second Foxtrot- sharing the roof with the deadly TAG- refused to drop out of cover.  I figured a single rifle/ pistol ARO just wasn’t worth the value an FO had on my active.

The Sphinx- spying the Grunt FO’s on the roof- blazed away for 3 orders.  Not fancying themselves much good at flash pulsing with a -9 modifier (ODD + cover) they vainly attempted to dodge.   A total of 7 hits were made on the Grunts but they all passed their armour saves!

With luck like this- who needs tactics!?

USA Turn 1

My Desperado’s charged towards the Sphinx- one being taken out- the other making his smoke roll.

I had to get rid of the Sphinx and the Foxtrot sharing the roof with the Sphinx (and behind it’s arc of vision) got the job.  Materializing and attempting to FO the Sphinx should have been a reasonably good odds- 2 dice on 7s vs. a dodge on -6 (REM and TAG). 

Sadly- 6 orders later- the Sphinx had somehow avoided being observed and an overwatching Rodok took advantage of the fact the excited Foxtrot was standing up over the parapet and burned him to death.  I really should have deployed my Foxtrots prone.

Time for plan B. 

Walking on my Airborne Ranger FO (in the Sphinx’s back arc and beyond 8”) I got a successful Forward Observe.  Finally!  (Unopposed rolls are the best).

At this point the Katyusha started dropping guided rounds on the Sphinx (hitting on 13s due to the ECM penalty).  5 orders later- the TAG crashed down in a crumpled heap and I heaved a great sigh of relief.

Hoping to initiate a new front- VanZant walked on and shot at the Rodok Missile Launcher who didn’t have cover from the rear. 3 dice on 13s vs. 2 dice on 12s (cover penalty) seemed like good odds. 

Luck followed my good odds- I critted the Morat missile launcher and my other two dice put the alien into the dead state.

Looking for some low hanging fruit- VanZant shot down an Ikadron facing the wrong way.  Then wary of the Rodoks close by, retreated back around a building and went into suppressive fire.


TURN 2

Turn 2- Onyx

The Samaritan is a beast.  Throwing smoke to get within 6” of VanZant- it used it’s next order to idle (forcing me to choose only change face or idle as ARO)- and then calmly walked 6” into base to base combat with it’s second short skill.

I was hoping VanZant would crack out his nice Martial Arts and do a winner- but Protheion L4 (meaning the Samaritan was throwing 2 dice) to my 1 made it much less likely.  Needless to say, VanZant took a wound (and gifted one to the Samaritan from the Protheion skill) and then promptly died (and gifted ANOTHER wound to the Samaritan) when he went dogged.

Now completely buffed up, the Samaritan launched his way over towards the Grunt castle- shooting down the impudent Airborne Ranger who had been such a pain before and landing firmly in the “Endzone” (for OP scoring purposes).

Having secured the endzone with the Samaritan- the last Ikadron snuck forward to claim the near zone.

Turn 2- USA

Since Impetuous orders must go first, my last Desperado charged towards the Umbra- Double Assault Pistols blazing.  Even with a 5 dice attack, getting within 8” of an Umbra is pretty risky as I soon discovered. 

Electing to throw his Vorpal Close Combat weapon (PH 12 +3 for range) it took 4 orders to kill the Samaritan (he also has NWI to boot).

With the Samaritan down, the Grunt link walked forward into mid zone.  Unfortunately due to the density of the terrain, my B5 HMG wasn’t able to draw any line of fire to the Rodoks, so Grunts carefully picked their way down my left flank.

Aware of the importance of baggage, I finally moved my Blackjack out of total cover to kill the final Ikadron. 


TURN 3

Turn 3- Onyx/ USA

Utilizing the Morat Veteran skill, a single Rodok made his way to the middle zone aiming to cut off any movement from the Grunts slowly advancing.

With the start of my turn- the final Desperado died to the Rodok but the Grunt link 5 diced the Rodok to death.

Having become a bit carried away in the game I had lost track of EN movement. I actually thought that my high scoring end zone was being contested by the remainder of the Rodok link.  Doing a quick mental calculation- I figured it was pointless trying to put a 21 point Grunt HMG into a zone populated by 30 something point aliens.  (This actually was not the case – but counting my blessings- Grunt ARM saves! Airborne FO!- I couldn’t complain). 

I had the near zone and the middle zone, and presumably the EN held the far zone.  That was good enough for a win.

So with that we stopped the game.

Minor Win.

KEY LESSONS

FIX
1.     Camo against Onyx- total cover from FLET standing up, otherwise be prone.
a.     I’m finding that using the CAMO markers as “speed bumps” to an EN advance is a net loss overall e.g. Foxtrot FO attempting to observe the Sphinx whilst standing up and dying from a Rodok missile in the process.
b.     Using CAMO markers to be in total cover from the EN deployment zone AND “facing” towards the FR deployment zone may still have a role (shooting EN figures in the back if they advance too far.
c.      Otherwise they won’t survive reactive (discover is typically on 12+3= 15) base from a link team.  Or Sensor.   

IMPROVE
1.     Suppression
a.     Better used when you have a clear zone of at least 6” to prevent CC

SUSTAIN
1.     FRONTLINE TURN ORDER- going second for Frontline worked out well.
a.     If you can survive the alpha strike you can dictate tempo.
b.     If forced to deploy first… then the risk of going second is too high- and performing a good alpha strike is pivotal.

2.     Recognize the importance of Baggage for zones. 
a.     I didn’t take advantage of it- but I kept it to the forefront of my mind.
b.     Made it a priority to knock out the Ikadrons

3.     FO-Artillery Strike-
a.     Preferred method of taking on hard to hit prized targets that I don’t want to risk my Blackjack or Grunt HMG
b.     GUIDED (ECM factored in) with Katyusha:
                                               i.     JOTUM ARM10- Dice calculator- 24.9% wound/s
                                              ii.     MARUT ARM 8- Dice calculator- 39% of wound/s
                                            iii.     SPHINX ARM 6- Dice calculator- 51% of wound/s


GAME 3- SUPREMACY- EN: IKARI COMPANY

List

IKARI
-       Yojimbo + 2x Crazy Koalas
-       Desperado Double Assault Pistol x2
-       Yuan Yuan x2
-       Ikari Link: Keisotsu x3 (one with) HMG+ Tanko ML +Brawler MSV2 snipe
-       Engineer with helper bot
-       Baggage bot x2
-       Sensor bot with combi
-       Ninja with combi rifle
-       Ruishi
-       Brawler Lt.

Lt. won roll- went for deployment (hoping to get second turn).  I did.

DEPLOYMENT

I selected the edge that had the most elevated terrain (to deny them to the EN basically) and made the IC deploy first. 



The Ikari link took up position on the tallest structure (ah-ha! I knew they’d do that!) in their deployment zone.  The Tanko ML and MSV2 sniper took the highest level, the Keisotsu HMG was the next level down and the two weenies hid in the back side of the building in total cover.

The other main structure (a big walkway between two single storey buildings was where the Ikari Company hid their Lieutenant, their hacker and a baggage bot.  An Engineer and her bot hid behind the structure on street level.

A Desperado and Yojimbo took position in the far corners on the extreme flanks and the second Desperado took position in the centre.  The smoke coverage was going to be complete.

Finally- the Ikari reserve (a Ninja combi rifle) hid out the landing pad next to the police car. 


I broke my own rule I admit.  I don’t usually put troopers out to ARO- but the possibility of bagging a Desperado was too much.

First of all- I found the only defensible corner and defended the heck out of it.  Both my failed infiltrating Grunts, my Grunt link team, my 112, my Katyusha and a Desperado hid out on various levels on the structure or at its base.  My Grunt HMG was positioned prone in the centre of the tallest point (and thus with no direct lines of fire).

My skirmish screen I mostly positioned in total cover facing towards my own lines.  I thought I would be highly unlikely to stop a Rambo charge of 3 bikes and would need to shoot them in the back if they got too far. 

A dozer was hiding amongst some total cover in the centre of my line and on my left- I positioned a REM and another Desperado. 

Finally I positioned my Blackjack out to stare down the only way the far Desperado could move in his 8”.  This was a mistake as you’ll soon see.



TURN 1

Ikari TURN 1


They were all over me like white on rice! 

The Desperados raced forward- easily making their requisite smoke rolls for blanketing the entire area in Smoke.  My Blackjack snapped off a single ARO and missed- bless him- before finding everything in front obscured.

Yojimbo charged forward almost to the midfield- his crazy Koalas all well within reach of my two Foxtrots.

With that Yuan Yuans started to drop.  One failed his drop and walked on the Ikari board edge to support Yojimbo. 

While I wondered which one would be pushed forward to wreck face, a Yuan Yuan walked on the edge close to the Blackjack.  They’re only armed with chain rifles right?  I was oblivious to what was going to happen next.

The Yuan Yuan threw some smoke- killed the helpless REM and then killed the Desperado.  The Desperado’s return shot with his chain rifle put the annoying pirate down but the damage had been done. 

With all the smoke thrown- the Ruishi with it’s MSV2 trotted up to some cover (and a good range band) and hosed the Blackjack with it’s Spitfire.  I tried to dodge- and failed- and died to a crit and two other hits. 

That is why I try to not to leave units out in ARO.

With my left flank now non-existent, the Ikari sensor bot ran forward and sensored my Hardcase (and who was immediately killed by the Ruishi using the smoke MSV2 trick).  

The Sensor bot continued it’s annoying patrol, sensing my Foxtrots and then moving over to a console to flip it.  Some luck went my way (finally!) and it took the REM two orders to do it.


USA TURN 1

  

Keeping with form of how things had gone so far, my last Desperado raced forward and found himself on receiving end of a Tanko missile launcher.  He lost the face to face and evaporated (much like my left flank).

Still when things start off a bit poor- you can always pick a few low hanging fruit. 

Firstly- one of my Foxtrots dodged on the spot- hoping to entice the nearby Koalas.  He failed his dodge roll and the two buggers obliterated him much to my disgust.

Not a great start to getting to low hanging fruit….

My remaining Foxtrot snuck out to draw a line to a nearby Desperado and put him down before withdrawing into total cover.

With things going so well (not) I decided it was time to bring on VanZant.  He came on the far corner edge, killed the Engineer nearby (they failed with dodge roll) and got me a classified with a coup-de-grace too! 

I briefly entertained the idea of running up on the gantry and killing the Brawler Lt. but the AROs from the Ikari castle would have made it a pointless exercise.  So sneaking forward, VanZant started plugging models in the bag, taking out the Rui-Shi and the other Desperado.

I was really chuffed.  Sneaking forward another 1-2inches I thought that maybe I could shoot everyone else who had advanced forward in the back too! 

At this point- the Ninja on the landing pad materialized.  It was either the idea of VZ claiming a quadrant, or the thought of him getting some unopposed shots at the Sensor bot (and Yojimbo) that forced his hand.  VanZant tried to dodge but lost the roll off.  All good runs have an end… I thought ruefully but VZ made his ARM roll successfully and withdrew back along the alley he had used to advance.

The Ninja had revealed though and was looking the wrong way (and out of cover!!!).  You can’t let an opportunity like that pass and my Grunt HMG on the high tower crawled to the edge and unleashed his B5 HMG.  The Ninja took three hits and died on the spot.  Satisified, the Grunt crawled back into the centre of his elevated position waiting for the next opportunity. 

With Ikari and USA holding one quadrant each, I ran my Dozer into the quadrant in front of my left flank and into the nook of a building to claim another quadrant.

USA 2- IKARI 1


TURN 2

Ikari Turn 2


There was lots of smoke. 

Yojimbo and Yuan Yuan teamed up to smoke leapfrog the area directly in front of my Grunt castle.  More smoke was launched- completely obscuring views out of the Grunt defensive position. 

Finally some speculative fire smoke was tossed at the feet of the nearby Foxtrot who quailed at the thought of what was coming. 

Yojimbo has an 8-6 move and he used it go effect- riding his bike up the steps to swiftly chop the Foxtrot that was claiming that quadrant into sushi.

With that target taken care of, Yojimbo raced over to where the Dozer thought he was safe- smoked the area and then cut him down where he stood.

Yojimbo wasn’t done yet- racing back towards the EN deployment zone.  Dismounting from his bike out of view of VanZant, he idled once within 4” (forcing a change face or do nothing) and then charged in. 

VZ hoped he would get lucky, but sadly he had used up his nine lives and died at the end of Yojimbo’s katanas.


USA TURN 2


Yojimbo was horrifically effective- but I had his number.  The Airborne Ranger was due on the left side and I walked him on outside of 8” of Yojimbo and in total cover from the Ikari link castle. 

With Yojimbo facing the wrong way, the Airborne hit him with shock ammunition and killed him outright (and bagged me a new quadrant).

The remaining Yuan Yuan left behind by Yojimbo’s ride around the world was shotgunned by the 112 who also advanced- reclaiming a second quadrant.  The 112 advanced on the nearest console- failed to activate it- but bagged in on his second attempt.

With the only things left in view being the Ikari castle- I crept my Grunt HMG forward, engaging each member of the link team of the roofs piece meal.  He killed the Keisotsu HMG with a crit and a hit.  Then Tanko went down with a crit and hit.  Then finally the Brawler MSV2 sniper was engaged and he went down with a crit.

Three consecutive face to faces.  Three crits.

Gotta love 5 dicing!

USA 2- Ikari 1.


TURN 3


With not a lot of choice left, the Brawler Lieutenant raced across the gantry and engaged the Airborne Ranger, gunning him down.

With that Quadrant clear, the baggage REM walked onto the overhanging roof of the building (and into that Quadrant).

The sensor Pathfinder (only unit left in midfield) moved around the building and went into suppression- aiming to cut off movement of the 112 into the next quadrant. 

Being able to see the final placements pays dividends and the Grunt link left its HMG behind- reinforcing the 112 (and tipping points in that quadrant with the Pathfinder over in USAs favour) and then two Grunts slowly picked they forward into the Quadrant in front of where the Ikari Link castle had been.

USA 2- Ikari 1


KEY LESSONS

Fix
-       ARO PIECES- if it’s not SSL2 snipers/ ML or ODD- it’s going to die in your reactive!!!!
o   Poor use of Blackjack.
o   Not always true- Jotum or Dragao can survive just from pure ARM

-       EXPECT MSV2/ Smoke trick
o   It completely caught me by surprise- lack of playing experience
o   The only viable option (unless you’re SSL2 or ODD or MSV2) is to dodge on your flat roll.  Shooting back at -6 is generally a poor idea.

Sustain
-       going second in Supremacy and QC critical in surviving the Rambo and playing the objectives

-       to try achieve this pick deployment if you can

-       burst supremacy on active is key- take down of the Ikari castle good example.

-       VZ- going for low hanging- easy to kill fruit.


Improve
-       Lay mines when Impetuous models are close by to stop Yojimbo Rambo
o   Cannot lay mine as Yoojimbo engages due to smoke (you only see once he is in base to base) therefore better to lay it in your active- anticipating the bike charge



GAME 4- HIGHLY CLASSIFIED- EN: ALEPH (Vanilla)- TOP TABLE

Sabotage, Inoculate HVT, Extreme prejudice, Test Run

LIST

Atalanta
Myrmidon officer
Warcor
Netrod x3
Flash pulse Bot x2
Danavas Hacker
Doctor (?not sophotect)
Garuda x2
Posthuman- sniper/ FO
Naga hacker
Naga FO

Lost Lt roll- ALEPH picked first turn.
I forced ALEPH to deploy first.


DEPLOYMENT

ALEPH Deployment


The first clue was that there wasn’t much on the table. 

A doctor, a flash pulse bot and a Danavas protected their left building (the doctor being prone on the roof). 

Atalanta took up position on the roof of the centre building.  A Myrmidon officer hid in the corner at the base of the building (probably the Lieutenant I was thinking…).

A warcor stood around a plantar on the roof of the building on their right.

A posthuman FO was prone on the roof of a single story building looking to make good use of the walkways to keep cover whilst advancing into my deployment zone.

Then there were two camo markers in the midfield.

I suspected something big was one it’s way- and when after the reserve roll, a hidden deploy model was placed- I knew some serious AD was incoming.

USA Deployment



Both my infiltrating grunts made their rolls bless them!  One was prone right next to the Post-Human FO, the other ended up prone opposite the Danavas/ Doctor Tower.  (There was a ladder nearby which meant I could get him to run amok if left alone).

My priority was to stop any landing zones.   I castled up my Grunt Link team in the most defensible structure- keeping them prone and in total cover on the first and ground levels.

Then I set about protecting the approaches.  My Desperados took up positions on the flanks (SSL2 and chain rifles!) of the castle and my midfield skirmishers (rather like the last game) looking rearward toward my lines (and any landing zones).  

My 112 I put prone on a nearby roof- he had a shotgun and if a Garuda wanted to try and go face to face with a +6 mod- good luck to it.

My Dozer was a fair bit more squishy and I hid him in on the ground floor of a nearby building in total cover.

Finally I put my Blackjack down well away from Atalanta but with some ARO to some nearby landing zones.



TURN 1

ALEPH Turn 1


  

The Myridon officer walked out of his hide at the bottom floor of the double storey building and threw from smoke to cover the scene.  Atalanta took advantage of this with her MSV2 and started claiming scalps.

The first one was the infiltrating Grunt covering the Post Human FO.  Instead of dodging, I gambled on using the heavy flamer- which stopped a centimeter short (damn it).  Then Atalanta continued to dance along the rooftop- discover shooting every other camo marker I had visible- claiming my Hardcase and my Foxtrot on my far right. 

Eager to claim a classified to get some points on the board, the Posthuman FO walked forward- and Coup-de-grace’d the infiltrating Grunt that Atalanta had taken out.

With a boost from the Danavas, the Garuda airborne deployed on my right flank.  Recognizing how deadly a Garuda with a boarding  shotgun could be, my REM minesweeper attempted to engage (and unsurprisingly failed).  As the Garuda advanced, the REM vainly attempted to engage (and was eventually knocked unconscious for its troubles) and the Desperado responded with smoke throws (some which were successful!).   The two of them had sucked up enough orders though and then Garuda charged out of the smoke and knocked the Desperado out- it could do no more damage.

USA Turn 1


It wasn’t a stellar turn 1 so far- losing my midfield to the Smoke/ MSV2 tactic had turned out quite costly- and I had let the Garuda into my backfield.  Still- I had absorbed the alpha strike and it was time to hit back.

Impetuous orders go first, and my surviving Desperado drove into view of the Warcor who promptly blinded him. 

So much for that alpha strike.

With that out of the way, my Blackjack shot at the exposed Garuda and took him out with 3B.  The other B was directed at the Warcor- which did nothing.  (This Warcor was proving very annoying).

Unable to do much with Atalanta dominating the fire lanes, I walked VanZant onto a flank.  He spied the Myrmidon officer and shot him in the back- twice!  He annoyingly passed his ARM rolls though and electively ducked back into some cover (and out of view).

Looking for some low hanging fruit- VanZant took out a netrod- before carefully picking his away along a wall and engaging Atalanta.  He won the face to face roll- and knocked her unconscious.

I wondered about trying to take out the Myrmidon Officer- but -9 to hit (-6 in a good range band) on BS 13 wasn’t really that appealing (especially when he could Nanopulser me back).  Deciding to try and keep VZ alive and annoying, I climbed him onto the roof with the Warcor and tried to shoot him- and missed all my shots.  Bloody Warcors.

Well at least with Atalanta down and out- I had some freedom of movement.  My 112 climbed down a ladder from his roof position and made his way towards the fallen Desperado.   He was enough of a target and on his second short skill (MOV) he was observed by a Daysus sniper.  The sniper got a free shot and unsurprisingly knocked the 112 out.

Outraged at such a sneaky ploy, the infiltrating Grunt just one level down from the Sniper responded with a heavy flamer and roasted the ALEPH sniper to death.


TURN 2

ALEPH TURN 2



The ALEPH doctor on the far rooftop crawled her way to the edge before standing up.  From the standing position- she could actually see the prone form of Atalanta.  (I groaned inwardly at the prospect of having to deal with Atalanta AGAIN).  The doctor might flub his rolls though!  But no- he successfully landed a medkit dart on Atalanta who dutifully passed her PH-3 check. 

Very annoying.

Atalanta, now on her feet shot Van Zant who vainly tried to shoot back and killed him outright.

Now having control of the firelanes again, the PHFO took advantage of Atalanta’s top cover and ran across the rooftops and took out my Desperado (careful to stay out of chain rifle range).  Then the Post Human walked onto the far gantry to kill last infiltrating Grunt with some SMG rounds to the back.

Finally, the Naga in the middle alleyway hugs the wall (and the truck!) and moved forward to deny the area in front of Grunt castle in case I wanted to make a run for the ALEPH HVT.

USA TURN 2


I had to get some points on the board- so the emphasis was on collecting classifieds now.

I walked my Grunt castle out of its castle and tried for a long range B5 roll at the Post Human FO.  He dodged some, but one landed- putting him into NWI.  He flopped prone.

With that ARO figure out of the way, the Grunts snuck around and Discovered, then shot the Naga that had wandered close.

Now it was Classified time!  The Grunt paramedic revived the Desperado- getting me my classified!  Then my Desperado rode over the body of the Garuda- bagging me Coup-de-Grace as well!

With all my orders used up, I decided to walk my Airborne Ranger on the left side (covered from Atalanta and the last camo marker by the red bus).  I wished I had picked right during deployment- as I think I might’ve been able to cause some havoc but that’s what you get with AD: Parachutist.


TURN 3

ALEPH Turn 3


So there is this skill lean out.   This takes out a whole order, but it essentially allows to move your silhouette out to overhang a parapet or wall and then shoot (i.e. lean out and shoot).  (Note your silhouette is NOT standing out 90 degrees to the parapet giving you a huge long silhouette to use to draw angles of fire).

So Atalanta then utilized a lean out skill and took out my paramedic grunt (who thought he was safe behind some buildings).  These gotcha moments really suck.

Then using another lean out skill on the other side- took out the HMG Grunt.

Then with a Danavas assisted landing- Garuda attempted to land in front of the building with my Dozer in it.  Luckily for me, he rolled a 19 and scattered into view in front of my Grunts and was killed.

The ALEPH Doctor climbed down out of its tower to cover the Aleph HVT from any final high jinks I might pull. 

With defence sorted out ALEPH then went on a hell for leather run to eliminate my final specialist….

The remaining Naga on the left side of the board moved into view of my Airborne Ranger and surprise shot him in the face.  Then the Naga raced 4 orders in the open- surviving AROs from the Blackjack three times (including the DEP), the Katyusha 3 times and then was able to see the Dozer at close range and killed him through the open door.

My only consolation was that with the final order, the Katyusha was able to nail that bugger with a rocket. 

What really made the icing on the cake was when we were collecting orders at the end of the game and my opponent reminded me that my Foxtrot FO could have shot the Naga a few times too (but I had completely forgotten about him because he was a bloody paper marker!!!!)  That was 3 missed AROs from Foxtrot FO! 

It might have won me the game- allowing Dozer to survive (under the flash pulse from the warcor)- dash forward to sabotage objective or to get to a REM .

USA Turn 3

Being totally mad at myself for giving the game away, I ramboed my revived Desperado up the board and double critted Atalanta to death.  I tried to claim a few more scalps but was flash pulsed successfully…. And that was that.

Frikkin paper tiles!!!!  Never Again!

DRAW


KEY LESSONS

FIX
-       Replace Flat camo markers with Warsenal markers (3D Visible)
o   forgetting about the Foxtrot is unforgivable- missing 3 extra AROs to put down the Naga.

Sustain
-       Deployment selection
o   The highest terrain looking into FR zone was on FR half of table
o   Prevents infiltrators starting with as many good fields of fire

-       Terrain denial
o   Infiltrating Grunt
§  Terrain denial on remaining critical elevation points
§  Daysus sniper-immediate reveal = attacked.

o   Hardcase/ Foxtrots
§  “360” ARO on landing areas not immediately covered to the front

Improve
-       Cam marker area defense should be in complete cover from the FLET (looking back)
o   Excellent denial of landing zones
o   Need protection from smoke-MSV2 discover and then shoot

-       Specialist protection in HC
o   Castle well protected with piquets
o   Dozer should have been prone on roof- only takes 1 full order to climb down.

-       Better use of VZ- once ARO pieces gone? 
o   ? Maybe should have gone after Myrmidon officer- ODD plus cover -9… worth the chance (VZ effectively two wounds).???
o   DICE CALCULATOR
§  If the Officer
·      DODGES: 32% of W
·      Nanopulses: 54.8% W
·      COMBI: 35% W (Chance of VZ Wounded 18.65%)
·      Smokes: 44.63% W
§  Reviewing the numbers- probably should have tried harder killing the LT.
o   Suppressive covering the heights… did not expect Doctor medikit

-       Expect LEAN OUT tactic- reinforce the requirement to hide completely in reactive with valuable units



GAME 5- FIREFIGHT- EN: Steel Phalanx

This mission is special in that it has 16” deployment zones and aerial deployment has no restrictions in the EN deployment zone.

LIST

Entomarchos: Machaon- Phoenix- 2x Myrmidons
Entomarchos: Thrasymedes- 3x Thorakiti
Scylla plus her two bots
3 netrods
2 Repeater/ flash pulse bots
Atalanta
TR Remote

Win LT- elect to go first hoping to alpha strike. 

I am forced to deploy first.

DEPLOYMENT


I tried to put my infiltrating Grunts to overwatch the most likely structure to be the SP castle but both failed their rolls.

With that disappointing result, I put my skirmishers in the midfield almost on the midline- taking cover around some barricades and my hardcase protecting my left flank approach.

My Grunt castle I set up on the most defensible structure- prone and out of view.  My Desperadoes were set up on the extreme wings and my specialists I scattered in the most defensible and hidden positions possible.

ALEPH castled up well- Machaon and Phoenix and their two bodyguards took up position on the buildings opposite my Grunt link and Thrasymedes and his Thorakites were positioned on the other ALEPH flank.

A TR remote watched the battlefield from a building in the centre of their line and Atalanta supported it being prone on top of a support pylon (the highest point in the ALEPH deployment zone.

Scylla and her two repeater bots hid behind the Machaon-Phoenix castle and two remotes and some netrods finished off the SP deployment.

Data-trackers  were my Blackjack and SP Thrasymedes.


TURN 1

USA TURN 1



Priority targets were the TR remote and Atalanta.  After my last game, I wasn’t game to let that model run amok.

It got off to a poor start with my right most Desperado killed by Atalanta as he zoomed up the field.  The usual smoke tactic is useless as she has MSV2, which lessens their survivability considerably.  The other Desperado safely made his way up to the midfield- shielded by the midfield structures.

My first Foxtrot surprise shot the TR bot in his good range band.  The bot needed 2s to hit and promptly crit.  A bit annoying- but my Foxtrot luckily critted back in response. 

I walked my other Foxtrot around to draw a bead on the REM in another surprise shot and then got critted on 2s AGAIN! 

That’s some non statistical rolls right there!

Unable to play it safe anymore- the first Foxtrot sprayed with his rifle and this time took the TR remote out of action. 
 
Now the remote was down, I stood up my Grunt HMG to engage Atalanta prone on her perch.  5B on 14s vs her 1 on 17s was worth the risk I figured.  The Grunt won the face to face luckily and knocked Atalanta unconscious.   

Now it came to a decision point- seeing all the clustered Thorakites and Thrasymedes on my right flank- I maneuvered a Foxtrot around to try and FO Thrasymedes.  It was a bad choice- and crunching the numbers as we rolled it became very clear.  2B FO on 7s (WIP 13 -6 for ODD) when Thrasymedes was rolling 2B on 12s or so meant the Foxtrot was killed for his troubles.

With that disappointment, I hoped VanZant would give me some joy.  If I could assassinate Machaon, it would really put ALEPH on the back foot.  VZ walked on, climbed up a ladder and tried to engage Machaon- who shot back whilst VZ was out of cover (hitting on 2B 16s!!!) and killed him.  I was finding out how badly ODD impedes even simple tasks!

Exasperated by how the turn was going I walked my Grunt HMG to where he could see Machaon and sprayed.  Machaon dodged most of the rounds but one burst hit and wounded the doctor- putting him into NWI.  I kicked myself.

Lesson: MOST DICE and THE LEAST RISK- HMG 5x 8 is better than 3x 9 (VZ) especially when Machaon is smoking on 2x 16 or combi 2x 16 (at least to VZ).  I really should have just HMG’d from the very beginning!  What a waste of a turn’s worth of orders.

STEEL PHALANX Turn 1


With the first SP order, Machaon successfully healed himself.  I had hoped that he would accidentally cap himself (and subsequently fail the cube re-rolls) but it would seem I wasn’t going to get any lucky breaks this game!

Now Scylla cast Cybermask on herself and started advancing.  She snaked her way around some buildings (losing a bot in the process to Grunt HMG overwatch fire) and walked her remaining bot to within 8” of my HVT.  She then hacked my HVT 3 times- (failing one roll) and bagged a Steel Phalanx classified.  The only upshot of that was the bot revealing itself during the hacking attempts- and allowing my Grunt HMG to knock the sodding thing out.

The Grunt had drawn too much attention to himself and Phoenix stood up and fired his heavy rocket launcher.  The Grunt vainly sprayed his HMG back (but at -9 modifier… good luck)- and he was knocked unconscious.  I did think about getting some unopposed shots into Machaon, but with his NWI- I didn’t fancy my chances in killing him- so decided to try and contest Phoenix’s rolls.

With both her bots gone- and the Grunt HMG out of the picture- Scylla made her way forward to the closest Panoply and (thankfully) fluffed her roll.  She crawled back into cover behind a barricade.

Finally, Thrasymedes and his gang of Thorakites moved from their deployment zone up to the panoply on my far left.  Thrasymedes made his roll successfully and then retreated back to his team in total cover in an alleyway.


TURN 2

USA Turn 2


Most of my attack pieces were dead and the ones left over were very vulnerable to ODD (as I had now learned a healthy appreciation for).

Impetuous orders have to go first though and my last Desperado sailed out in front of Scylla (and Phoenix).  Burst 5 at close range is deadly and the Desperado cut Scylla down in a hail of fire.  Phoenix- unopposed- put two rockets into the biker for his trouble and incinerated him.  I thought it a reasonable trade off- despite losing another one of my attack pieces. 

Seeing that my Grunt HMG (unconscious) could draw a line on Machaon and was out of view of Phoenix, I attempted a high risk revival.  The 112 didn’t have the orders to make it across- so he shot the Grunt HMG with a medkit… only for the Grunt to fail his PH-3 roll on a 9 and dying instantly.

I needed a lucky break…. So I walked on my last sneaky attack piece- the Airborne ranger.  He came on behind a bot- who failed his dodge roll- and then engaged it in close combat and stuck his knife in it for a silent kill.  Then slowly making his way up the ladder on the back side of the building- he was able to isolate Machaon and engaged him in SMG fire.  Machaon survived two orders worth of attacks and eventually managed to put some smoke on his feet.  With not much else to do, the Ranger went on suppression.   

With my second ‘sucker punch’ head hunting move falling flat on its face with the Airborne Ranger, I decided to try and deal with Thrasymedes and his band of marauding Thorakites. 

My nearby infiltrating Grunt snuck around a corner to try and heavy flame Thrasymedes (and maybe catch the bunched up Thorakites behind him).   Sadly, the template only covered Thrasymedes who naturally passed his armour roll and then flash grenaded the Grunt for his trouble.  Blinded, the Grunt failed his guts and moved back into total cover.

At my wits end- I looked for something that could strike the blasted link team without having to put up with the -6 modifier to hit (-3 cover and -3 for burnt ODD).  It also didn’t help that the Thorakites had 360 visors which precluded the usual shoot from out of sight tactic either. 

Finally I noticed my Katyusha idling on my back line.  I rolled the REM 16” forward to within 16” of Thrasymedes and his link and started speculative firing on the link which was bunched in total cover and easily covered by the template. 

Speculative fire in good range hits on 7 (BS10 +3 range, then -6 for speculative fire).   I luckily hit on a 6.  2 Thorakite made their rolls and survived but I knocked out one Thorakite.  Thrasymedes also made his ARM rolls but now the link team was dodging on -3 penalty because I had broken Entomarchos.    

I failed with my next speculative fire roll but then hit with my next roll.  Thrasmyedes failed his dodge roll and was hit and killed outright.  A second Thorakite lost the face to face roll and was also killed.

With one dazed Thorakite standing amongst the smoking bodies of his friends, the Dozer stood up from his position of cover and shot at long range- beating the ALEPH dodge roll and putting the Thorakite down.

Hoping to continue his run of luck- the Dozer took a shot at an exposed Netrod- and missed completely. 

After a blessed set of rolls for my speculative fire attack, it seemed that things were returning to normal- drat.

STEEL PHALANX Turn 2


The Airborne Ranger in suppression fire in the ALEPH backline- by nature of being a specialist- was now target number one for Steel Phalanx.

The closest Myrmidon broke from the link team and leapt into close combat.  Using his MA level 3, he gave himself +3 CC and the Ranger -3 CC.  The Airborne Ranger used his MA level 2 and bumped the Myrmidon CC down -3.  The Myrmidon won the first round but failed to wound.  The next round of close combat ended up in an upset- with the Airborne Ranger winning the fight and knifing the Myrmidon. 

Dismayed by the grinning Ariadnan, the final Myrmidon blasted away with his chain rifle with five orders.  The Airborne Ranger seemed to be living a charmed life- passing 4 dodge rolls and then surviving a double chain rifle hit on the roll of a 13 and 14!

I know I complained about luck before… can’t complain now!


TURN 3

USA Turn 3


We were fast running out of time and so I made a speed play. 

My Airborne Ranger noted Phoenix was facing the wrong way and shot him in the back hitting twice and killing Phoenix with shock ammunition.  The loss of SSL2 seemed to be the key piece for this game!

The last Myrmidon chain rifled the Ranger in response and finally killed him.

My Hardcase climbed a ladder and tried a long range shot at the Myrmidon- but at -9 was hitting on 2s and unsurprisingly missed.

With my Blackjack moved into my main order group- he walked his way towards Machaon firing his heavy pistol once in range.  He missed- unopposed!- when Machaon missed his smoke throw and I almost howled in frustration.  ODD is so annoying!

With the next roll- Machaon unsurprisingly won the face to face roll and put smoke down on his feet- covering both himself and the Myrmidon from fire.

I stared in consternation… if only I could knock out Machaon, I could get some much needed Objective points.

Channeling my inner Norton-  I was struck with a genius idea.

With the last gamble, the Blackjack passed his WIP roll on an 8 to intuitive attack with his chest mine.  Machaon dodged on a 4 (and although we learned later that this was a face to face roll- we played it that Machaon had successfully made his dodge).

With Machaon beyond my grasp now, my Grunt FO darted down a gantry way and began Forward Observing the EN HVT- needing 13s.  Despite rolling 4 dice over 2 orders, he succeeded only once and failed to get me a classified.

In hindsight, with respect to ORDER EFFICIENCY- it probably would have been better to bombard castle with the Katyusha- hitting on 7s and the EN dodging on PH-3.  I had 9 orders- probably 2 to move into position leaving 7 attempts to attack at no risk.  This would have avoided the whole issue of ODD and Machaon’s PH+3 smoke AROs.

STEEL PHALANX Turn 3

With the Blackjack glowering over Machaon and the last Myrmidon, the Steel Phalanx player voids last turn to avoid any AROs and possibly losing Machaon.

Minor win 4-3.


KEY LESSONS

FIX
-       MOST BURST at LEAST RISK is key
o   HMG Grunt Link had 7 orders to hose down Machaon
o   Only spent 1 order doing it (and getting a hit).
o   Wasting AR/ VZ- who are B3- at close range to Machaon and hampered by ODD had v. poor likelihood of success

-       Underestimated Entomarchos/ ODD Combination
o    4 member = SSL2 meaning there will be opposed FTF rolls even in the rear arc.  ODD meaning always incurring a -3 penalty at best.  -6 usually (ODD with no cover). -9 at worst.
o   ARO at B2 coupled with those modifiers make success VERY unlikely

-       Blackjack deployment on forward line
o   Risk of Scylla- isolating and taking out my other attack piece

SUSTAIN
-       SPEC FIRE in a situation that allows freedom of movement
o   Thrasymedes- -9 to hit with rifle (-6 ODD)- and then out of cover rifles >16” distant (extra -3) = hits on 2 or 3.  (Horrible)
o   Hitting on 7 is better than 2.
o   Also 1 dice vs 1 dice (use the swinginess of D20 to your advantage).
o   Bunched enemies- forcing 4 rolls means at least one will fail (usually) providing you hit of course

-       INTUITIVE ATTACKS
o   FTF – Blackjack vs Machaon
o   The right tactic despite being played wrong.

IMPROVE
-       5 dice (maybe 4 dice) on good range against ODD in cover is -6 over all.  Worth attempting if at low risk. 
o   Generally quoted as 4B on -6 is 50:50 for a success (unopposed!)
o   3 dice SMG/ rifle or two dice FO/ pistols are pointless.

-       SPEC FIRE against Entomarchos (esp when EN wearing ODD) is better than trying guided (intent of AR/ FOs) due to their inability to win FTF
o   FO/ guided is only good when unopposed in these situations
o   DICE CACULATOR
§  Machaon/ Phoenix/ Myrmidon (SSL2) only 24.7% W
§  Thorakite (SSL2) 26% W
§  WITHOUT Entomarchos- 30% W

-       VZ should really go for low hanging easy to kill fruit.  Better off being alive gutting an order pool than wasting orders on poor odds (pistol/ rifle against ODD) FTF rolls.


DISCUSSION- not exclusive
Conceptual

WEST/ EAST (see BOYD PATTERNS OF CONFLICT further on/ Post Cancon notes)
-       WEST- Attrition
o   5B HMG link
o   BJ

-       EAST- Maneuver
o   Keep camo, camo unless absolutely have to.
§  Preserving combat power
§  Avoid being maneuvered? 
·      Keep the camo to keep them guessing?
o   Zheng: BJ, HMG Grunt, Desperado
o   Qi: VZ, additional AR

SHOCK ACTION
-       Achieve surprise- Unexpected avenues!
o   VZ
o   Second AR
o   FO/ Artillery strike/ Speculative fire
§  Katyusha- better than Uragan? DA vs. AP
§  Orders to pump into it
§  Flip from Guided to Spec or vice versa depending
-       Maneuver with speed and aggression
o   Divide and force attention
§  Desperado/ VZ/ AR
§  Vs. mainline
o   Trade size for disproportionate effect- seize quadrant, break link, open flank (e.g. from one model/ few orders)
o   Sustain in the reactive?
§  Still not being able to do it- weakness of USA???
§  ? Naturally weak in ARO
-       Mass force and firepower
o   Aim for the COG
§  Good aim in game 5 but bad execution- Machaon better assassinated by the B5 HMG
§  Very foggy in game 4- bad CMAP
·      My own CV- specialists not well protected enough.
·      EN ARO pieces- controlling my active- OODA

MSU (multiple small unit)
-       good maneuver overall
o   able to dictate battle in Games 1, 2, 5
o   best maneuver was game 3 by IKARI
§  Game 4… see sawing

OODA LOOP
-       Boyd
-       Observe- Orientate- Decide- Act = Setting the “tempo” of the game
o   Historical F86 Sabres vs. Mig15s over Korea
-       Get inside the decision cycle of the EN
o   Faster OODA inside the slower OODA of the EN
-       Getting the EN to react to you and not being able to do their own thing is operating inside their OODA
-       HOW?
o   Control the reactive turn directly (very difficult for some factions like USA).  Atalanta game 4- and sustaining with Doctor- is a good example.
o   Stay alive in your reactive- dictating EN effort (frustrating them anyways)
§  Sphinx vs. Grunts Game 2
§  AR vs. Myrmidon Game 5
·      Got lucky though
o   In your active- appropriate combination of ATTRITION and MANEUVER (or maybe even either done very well???) to cripple enemy and force them to act to what you’ve set up (VZ in suppression in backfield).

BOYD- PATTERNS OF CONFLICT
-       Essence of Attrition Warfare
o   Create/ Exploit/ Magnify- (BJ/ Grunt Link)
§  Destructive force
·      Weaponry of widespread destruction- B5 HMG
§  Protection
·      Minimize the effect of destructive force by
o   Cover
o   Dispersion (spreading out along cover)
o   Obscuration (smoke)
§  Mobility
·      Speed to allow focus or to move away from EN focus of destruction
o   Pay off
§  Debilitating attrition
·      Allow seize and hold terrain
·      Break EN will to resist

BOYD- PATTERNS OF CONFLICT
-       Essence of Maneuver Conflict
o   Create/ Exploit/ Magnify- VZ/ AR
§  Ambiguity
§  Novelty
·      Impressions of new experience (AD:TJ)
·      Different or second AD
·      Intuitive attack through smoke
·      Speculative fire onto packed units
§  Deception
·      A “weak” area that is actually for AD to catch overextended advance
o   AR/ VZ in Game 3
§  Fast transient Maneuvers
·      Game 1: Desperado.  VZ.  AR.
§  Effort
o   Pay off
§  Disorientation
·      Mismatch between EN plan/ view of battle to what is actually eventuating
·      E.g. Jotum advance into gauntlet… allowing AR to come from behind.
§  Disruption- splintered effort, orders frittered away
§  Overload
·      Psychological “play the player” Poker idea
o   Fire/ Movement used in combination (tie up and divert attention strength to expose/ exploit/ menace vulnerabilities ELSEWHERE (my emphasis)

BOYD- PATTERNS OF CONFLICT
-       Counter Blitz
o   Defense not thought of as a belt/ front
o   Thought of as gauntlets/ avenues
§  Game 3 and 4- camo markers ‘rear’ facing

Tactics

DO THE MISSION- SCHWERPUNKT- (focus of effort) plus NEBENPUNKTE (supporting/ feint efforts)
-       Plebian comment
o   Every turn- an objective= main effort amongst parallel lines of operation
-       Game 3 vs Ikari- done well
-       Game 4 vs. ALEPH- done badly!!!- difficulty dealing with Atalanta/ Garuda diluted orders from actually getting the classifieds done

-       Annihilation- holding force and maneuvering force is one example

-       Game 4: Highly classified- should have done it better- too many orders on VZ (post Atalanta)- should’ve used the orders on something else… maybe reconfigure the list to have a Desperado in there or a Hardcase in Group 1 to allow that flexibility in changing focus of effort once objective achieved.


DEPLOYMENT
-       OCOKA mnemonic
o   Castling
o   Obstacles to you and them (AR with AD1, Desperado 55mm base)
o   Key terrain
§  Keeping the tallest buildings on your side- and then contest the other dangerous heights (InfG, Hardcases, Foxtrots)
§  Most afraid of scenario: Daysus sniper with NWI overlooking my entire deployment zone
o   Avenues of approach
§  Done poorly with most games (my ARO’s got shot down)
·      Gav’s comment- don’t contest reactive
·      Lachlan Summer- do contest reactive with deadly ARO- problem no Riot Grrl equivalent, no ODD, SSL2 with current Grunt configuration not optimal
·      Jordan’s comment: not SSL2, not HD, not ODD… it’s going to die…
·      Answer probably somewhere in the middle depending on faction and context… TURN 1 USA- think Gav, not Lachlan.
§  Done well with Game 1
·      Recognizing which side had best protected access to the supply crates
§  Most proud of game 4
·      Recognizing and blocking landing zones
·      Gauntlet defense

EN ANALYSIS- IDEAS
-       Problem, you don’t get to appraise the EN until contact
o   unless regular play within the meta
-       Often you won’t have a lot of experience and it can be very difficult to determine
o   First time you run across something, you’re probably going to lose
§  Very nervous dealing with Ikari (Smoke/ MSV2/ speed of attack/ avenues of attack)- in hindsight very much a maneuver army vs. attritional
o   MLCOA (most likely course of action)
§  Ikari company… no idea what their method of attack was
§  No idea about how effective Yojimbo could be
o   MDCOA (most dangerous course of action)
§  smoke/ MSV2
-       COG
o   Varies between missions- not always the Clausewitzian- “biggest attack piece”
o   Lucky that most of the missions in this tournament were very killy and the COG usually was the biggest threat
-       CC
o   Experience determined
-       CV
o   Experience determined
-       MLCOA/ MDCOA
o   Familiarity with EN list


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