SSSS Battle Report: Field Report: Incident at TF 14
Disclaimer: This battle report was recorded on August 12 2023 during Infinity: The Game: ITS14
Date: August 12 2023
Mission: Cryogenics
Points Level: 400
Note: Special changes have been made to this mission. The effect of CQB is in play.
With less than 72 hours to go, good buddy Carl was able to help me get my last battle in for the Infinity League, a grueling 400 point game of Cryogenics with the CQB mod being present. It would be an ariadna versus ariadna slapfight, but it was more-so a decent match! Dare I say I brought a surprise list: a 400 point strike force of Merovingian Rapid Response Forces (i.e. Ariadna French). Carl brought his USAriadna.
Note: We did have a buddy present and we were explaining how Infinity operates to him a little bit as we went over turn 1. Thus, I did not get as many pictures as I had hoped, but for the whole game, and not just turn 1.
Merovingian Army Code: gS8lZm9yY2UtZGUtcmVwb25zZS1yYXBpZGUtbWVyb3ZpbmdpZW5uZRRGcmVuY2hpZXM/IEZyZW5jaGllc4GQAgEJAYD3AQIAAoD3AQEAA4D3AQEABID3AQMABYYTAQEABoOrAQEAB4D8AQUACID8AQUACYECAAEAAgUBgOkBBgACgOkBCAADgOkBCAAEgOkBDgAFgOkBDAA=
Overall idea was to have 3 Moblot in group 1 run a Haris and get my two nearest tech coffins discovered, have Wolfgang and the 4 Loup Garou run in a core team to go play with their Viral weapons. Moblot Sapper would deploy in Foxhole state and just be Mr ARO with his HMG, Knauf would be around to assist in more stubborn targets, dealing with them with his +1B Multi-sniper. Mirage 5 would be the late game zone controller with that Parachutist (DZ).
USAriadna Army Code: gTAJdXNhcmlhZG5hBzQwMCBVU0GBkAIBAAoBgOgBBwACgOgBBAADgOgBBgAEgtUBBgAFgOgBBQAGgtQBiZwAB4LUAYmcAAiDCQEDAAmD3gEBAAqDBwGLLgACAAUBgPQBAQACgOsBCQADhQQBkpkABILUAYmbAAWC1gEBAA%3D%3D
So I’ve played Carl’s USAriadna several times before in for-funsies games in this league, but I figured he’d break out the big toys this time since we have the points to fill. Seeing 4 bikes was a little intimidating, Van Zant was a no-brainer (was present in the last 2 or 3 games we had played), Unknown Ranger was also expected. COnsidering the points, I was correct in doubting there wouldn't be any Grunts showing up.
Pregame Bookkeeping
- MRRF forces won the LT WIP roll-off and opted to maintain initiative, opting to go second. USAriadna opted to have MRRF deploy first.
- Classified: Sabotage
MRRF Master Breacher is the Moblot LT
USARF Master Breacher is the Unknown Ranger
Deployment:
MRRF got the entrance to the “compound,” reinforcing my thoughts on “man i need to get some more scatter terrain, or just stuff in general.” Thankfully, i'm working on that when i have the time. From left to right:
Infiltrating Moblot w/ Panzerfaust on far left building; prone
Knauf (Prone) and the Moblot Sapper (Foxhole)
Camo token (Chasseur #1, Prone) next to tech coffin
5-man core team of Wolfgang and 4x Loup Garou, all Prone
Defensive Turret out front, being the hero we need
Camo Token (Chasseur #2, Prone) next to the other tech coffin
3-man Haris team of Moblots
USAriadna is aggressively defending by going first, knowing the french forces are a bit out of touch, albeit with some purpose-built weapons to address the usual Antiopodean menace they have to deal with
Turn 1: USARF
Impetuous phase saw the Devil Dog run forward, taking advantage of super jump, and when landing in front of the MRRF quick-deploy turret, ate 3 shots, failed 2, and went unconscious (I could see the base of the Devil Dog when he landed). This changed how some things went, now needing to revive his goodest boi.
While trying to clear the moblot sapper to let the paramedic move around easier when the fireteam activated, the Missile Launcher failed the Face-To-Face against the Moblot’s HMG and proceeded to go unconscious. This broke the link, which was quickly reformed to let the Paramedic get the +1B on his paramedic gun thing to bring the Devil Dog back. The Devil Dog then proceeded to sneakily approach my core team, taking out my turret in the meantime. The Devil Dog and his Antipode super-jumped into the middle of my link team, to which he opted to chain-colt Wolfgang and 2 Loup Garou, to which everyone failed their saves. Conversely, the devil dog got washed in Viral weaponry and took a nap. Wolfgang link lived because Wolfgang is the leader i needed for the team, lol. The Paramedic activated the tech coffin, and discovered it was empty; continued on the recover the missile launcher fighter.
Turn 1: MRRF
Chasseurs both revealed and activated the tech coffins. Coffin on my right was empty, the coffin on my left held my HVT, neat. Moblot fireteam moved backwards to heal a Loup Garou for next turns order phase, and then moved forward to get the Master Breacher in the near right Zone to get the Dominant Breacher point for the round. For further group 1 shenanigans, Knauf and the Moblot decided to try and pick on the Core team, to which they managed to drop the missile launcher fighter (again) and one more fighter, making them down to as haris, neat. Moblot Sapper used the last Group 2 order to go into Suppression Fire.
End of Turn:
MRRF had a master-breacher dominating a zone, and I had activated 2 tech coffins, neat. USARF has activated 1 tech coffin, and did not move their Master Breacher into a zone to dominate it.
Turn 2: USARF
This is where i got a little sad. So in my haste, I definitely could just denied the flank on my right and reinforced my left flank with the Moblots. HOWEVER, that’s not what i did. Through a combined effort from Rosie, the Blackjack, and a Parachuting DZ Van Zant, I lost my moblot team, and the Chasseur on the right flank. Almost lost the Loup I had revived if it was for a super luck dodge! Rosie ended up going Dogged from the exchange, and that ended a certain way when she advanced forward and was shot by Knauf (who I forgot to make Prone before). Rosie did activate the final Tech Coffin though before dying. To the right is what it looked like at the end of USARF’s Turn 2.The Unknown Ranger moved up to dominate a zone.
Turn 2: MRRF
Unfortunately, the loss of the mobot team put me into Loss of Lieutenant, meaning my remaining folks had to use some command tokens to “get good.” First order up: Bring in the Mirage Distraction. Mirage team dropped in on the back right flank, in the pocket where Duroc would be able to wander around and eventually engage the blackjack in melee, to which he did after addressing the Maverick that was standing nearby. Lt Margot popped up further back in the deployment zone, outside of LoS. Sgt Duroc ate 3 orders and my last 3 Command Tokens to get to the blackjack down and one maverick down.
Remaining orders saw my last chasseur go around the Tech Coffin with my HVT and put his friendliest mine down in case someone came around the corner, the Moblot Sapper stayed in Suppression Fire, and Knauf dropped prone. At the end of my turn, I elected Maregot to be my LT, forgetting that there was a 112 nearby over there, but whatevs, yolo.
End of Turn 2:
MRRF only has 2 tech coffins activated, but a solid unit threatening the OPFOR HVT. USARF activated the last tech coffin, and has a Master Breacher in a dominated zone.
Turn 3 USARF:
This is where things got a little, weird for the game. WHile i returned from a restroom break, a maverick had inadvertently moved into LoS for the Moblot Sapper (who is wildly small for a S3 silhouette), but I wasnt threw when the move had happened. Considering the ramification of it, the move stayed and he got to ARO, to which the Maverick died to suppressive fire. The other maverick in the haris zoomed it’s way arround the corner, with the intent on Forward-Observing my HVT (I presume for a classified objective no doubt!). The Maverick ate a shock mine AND a flamethrower from the Chasseur before dying, failing both saves. Moblot Sapper did not even roll his ARO. Van Zant managed to kill the Loup Garou with the Adhesive Launcher and then consumed orders trying to get back to the zone that needed dominated, but wasnt able to get that far. The 112 on bike engaged Lt Margot, to which we both rolled 13’s and therefore did not do anything but grimace at each other. The Unknown Ranger also killed Sgt Duroc, because that was needed!
Turn 3 MRRF:
Last ditch effort to threaten the HVT in the USARF side of the table. Lt Margot got the brunt of the Group 1 orders, fighting the Motorized 112 until she stepped on his neck, then moving and stepping on the Maverick that SGt Duroc has knocked unconscious, and then ending her turn in Zone of Control for the USARF HVT. The game was called here.
End of Turn 3:
MRRF had 2 tech coffins activated. USARF had 2 tech coffins activated and another round of a master breacher holding a zone.
End of Game:
MRRF - 1 turn of Master Breacher dominating a zone (1 Point)
MRRF - 2 Tech Coffins Activated (2 Points)
MRRF - 2 Quadrants Dominated that contain an HVT (4 Points)
USARF - 2 Tech Coffins Activated (2 Points)
USARF - 2 turns of Master Breacher dominating a zone (2 Points)
Result: MRRF 7 to USARF 4
Resulting Victory Points: MRRF 200 to USARF 147
Endgame: So I was pleasantly surprised that I had won. Turn 1 would’ve been loads worse if the dice let either hamstrung Carl or got my armor saves. Moblot Sapper definitely was my MVP of the game, especially with the foxhole state giving him mimetism and partial cover (360 deg). Also, admittedly discovered at the end of the game while going over victory points, Carl forgot that the zone domination was specifically for the zone with HVTs in them at the end game! Cause reading is for nerds, amiritetho? Either way, it was an awesome time getting these old crusty models painted up and getting them into a game right away!
End of Game DZ Pictures:
Achievements Achieved:
Completed Coverage Play
Socialite
Classy Player
Warcor Report 6
Warcorrespondant
Location: Planet Dawn; Helios System
Incident Site: Training Facility 14
Incident Level: Minor
Description Consolidated
Forces of the MRRF were scheduled to conduct training exercises at Training Facility 14, to train new admissions to the Loup Garou Mobile Corps, the Chasseurs, and the Moblots. These recruits are either green as spring grass, or as veteran as the blood spilled during the last Antipode offensive. Lt Grandis lead the training team, alongside our surprise guests Knauf and Wolfgang the bounty hunter, who would definitely be able to help show the Loup Garou the proper tactics for addressing the Antipodean/Dogwarrior threat they’re specialized to combat.
The team was expecting to get into a live-fire exercise against some captured antipodes from a particularly hostile tribe, but rather than antipodes, there was a unit of USAriadnan rangers present, who were very enthusiastic on where the MRRF forces could shove their orders and scheduling documents. CCTV footage captures various slurs and curses being shouted prior to an impromptu firefight ensuing. Apparently one of the recovery targets was related to one of the USARF Marauders, and he did not take to it kindly knowing this individual was being used in a training exercise, despite this individual having signed all of the appropriate documents and waivers.
Members of the joint ariadnan contingent at Training Facility 14 responded to the firefight, thinking it was another Antipodean incursion, some sort of rebel action, or even some sort of incident involving off-worlders. When they arrived, MRRF forces had consolidated to some of the more hardened structures after they had secured the recovery targets, while USARF forces had fled to the far side of the training facility. The remaining operators were taken in for questioning without further incident by the joint contingent, while local doctors and paramedics addressed the wounded.
The firefight resulted in over a dozen operator casualties; either dead or critically wounded.
The respective command structures have been notified of the incident and are addressing the situation in kind.
Neither MRRF or USARF have any current commentary regarding this incident, although Joint Ariadnan command does confirm as having received a confirmation request from the MRRF team regarding their scheduled time at the training facility prior to the line cutting short after the sound of an explosion.
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