Operation Bone-Rustler Part 3: Charlie Team: An Infinity N5 Battle Report


 If you somehow found this blog post before reading part 1, you can read that here.

This time, we are on the next step of the "Operation" series of games between the forces of the Tartary Army Corps and the JSA Shindenbutai forces. This is the final one of the "standard escalation" missions we are using for this Operation bundle. We elected to modify our "final" mission lists to be 150 points, but using the same models that we would normally have in our teams.

### ### ### Prologue ### ### ###


The Pelican for Charlie Team approached wide for their combat zone, the pilot being one of the local "crazies" from the Blue-Ridge 1st Pelican squadron, which is still located out of Kaksin as Blue-Ridge does not have the infrastructure for the two needed Pelican bays.

Charlie Team disembarked from their Pelican surprisingly quick, eschewing any sort of stealth as they are being deployed with a suit of Ratnik armor.

The team got right to work getting into a firing position to advance further into the facility.

### ### ###

### The Board ###

The board did not change one bit from the board in Part 1. All terrain and the mat are from Corvus Belli and their Operation Sandtrap box set.

### The Mission ###

Just like in Part 1, this is essentially playing Annihilation. This time though, we're exploring the wonders of more Advance Deployment skills, such as Forward Deployment and Infiltration. I know there was a source of Forward Deployment last time, but this time it actually matters a little bit.

We also get into the details for Loss of Lieutenant and the use of Command Tokens during play.

### The Lists ###

Ariadna (Tartary Army Corps)

Still retaining the Veteran Kazak, Scout, and two of basic Line Kazaks, there were some changes to get to 150 points for my Tartary list. First, the Frontovik deployed carrying a rocket launcher instead of a rifle; this would give additional opportunities to experience "continuous damage" ammunition. The last Line Kazak became a Forward Observer Line Kazak, to potentially experience the use of Forward Observer and the "targeted" state. The final change is the addition of a Ratnik to the list, specifically the 46 point one, experiencing +1B modifiers and the chance to explain how burst modifiers are not applied when ARO's are being declared.

JSA (Shindenbutai)

The Hatamoto is the only unit that remained unchanged with this list. All 3 Senku's are specialists now of a variety, to experience various skills like Paramedic. The Raiden picks up a missile launcher (presuming one of the MANPADs mentioned in the first Bone-Rustler report). The Nokizaru opts to grab some binoculars instead of hacking and returns with Forward Observer. The Jizamurai comes in, and it just the normal unit it is.

Disclaimer: I'm writing this report nearly 3 weeks after the game, and I dont have the exact list from my opponent for this mission. I do recall some things, such as all the Senku being specialists of some kind, so I made the changes relevant to the notes I typed up the day after the games were played.


### ### ### Pregame and Deployment ### ### ###

The Tartary Army Corps won the lieutenant roll-off and kept initiative, opting to go first. JSA decided to have Tartary deploy on the opposite side of the table that I have the last few games, and to deploy first.

Neither of us discussed using Command Tokens during the pre-game.

### ### ### Turn 1 ### ### ###

Turn 1: Tartary Army Corps

First order goes to the Frontovik, who is able to take a shot at the Senku trooper that's standing on the left flank and the Jizamurai on the right. The Senku fails a dodge, and proceeds to burning to death from the Continuous Damage from the rocket launcher. The Jizamurai dodges back.

Frontovik fires his rockets

Next order see the Fireteam Duo of the Ratnik and Veteran Kazak, with the Ratnik being the fireteam lead. First short skill is a move, which causes the Raiden with a Missile Launcher to activate in ARO and sling a missile down towards the Ratnik. The Ratnik responds by firing off his Panzerfaust salvo in return. The Panzerfausts hit home while the missile goes wide. The Raiden ALMOST survives the hit, saving 5 of the 6 armor saves needed.


Ratnik fires off against the Raiden
With that taken care of, the Ratnik activates the team again using his tactical order, moving up and takes some shots at the Nokizaru, who proceeds to dodge further back. Another order seeing the team activate and walk around, laying another shot into the Nokizaru. A further order will be committed to see him put down.


The following order would see the team activate and the Ratnik would walk over to engage the Jizamurai, who, while prone, was visible by the Ratnik. The Nokizaru would fire back, needing 12's to hit; but they rolled 13's. The Ratnik would need 10's to hit, which he did, and would force the Jizamurai to take 3 saves, which the Nokizaru failed enough to go unconscious. There's a Senku trooper behind the Nokizaru, who will eat a round of fire from the Ratnik as well, falling to the exosuit-equipped warrior.

During this exchange, the Senku trooper behind the barrier was able to successfully dodge, standing up to be a menace. The Veteran Kazak activates as the team leader, moving forward to engage the Senku. The Ratnik advances forward. The Veteran Kazak and Senku trade shots, but the Senku gets a hole blown through him thanks to the Veteran's T2 ammunition.


Senku meets his demise

The final regular order see's the team activate and the Ratnik advance to get Line of Sight on the Hatamoto, who's looking the other way. The Ratnik fired his Flammenspear into the Hatamoto, who burned to death while failing saves.

The final order overall was the Lieutenant Order, on the Veteran Kazak. He uses this order to get a "Fast Fire League" achievement for me, as he walks up and hits the Nokizaru with a coup de' grace, ending his suffering.

Veteran Kazak puts down
the Nokizaru

The game would end here, as all JSA units have been dispatched, and any other subsequent turns would see the Tartary troopers going around and ensuring all opposing operators are eliminated.

### ### ###

Col Kraznitsky's radio crackled again. "Gamma Team, this is Charlie Team. All opposing forces removed from our sector."

"Acknowledged Charlie leader. When able, move towards Bravo sector. Their Pelican reported issues for the team. Expect resistance."

"Acknowledged Gamma. We're enroute."

The connection closed. Kraznitsky received further confirmation that the Further Delta and Echo teams had minimal resistance in their sectors.

"Pilot, advance on to landing zone Alpha in the facility. Team, do all final checks on equipment now." Kraznitsky said as he switch his radio to his team's local channel.

"Understood Colonel. Touch down in 30 seconds."

### ### ###

### ### ### End of Game ### ### ###

The +1B mechanic was definitely a winner in this mission; as it caused several other rules interactions we hadn't encountered thus far in our escalating missions. We encounter Continuous Damage, the discussion of splitting Burst on an attack alongside the +1 Burst, how Prone works, how templates work out, and most importantly, how Fireteams function. While a fireteam in my case only happened at a Duo level with the Ratnik and Veteran Kazak, the overall bonuses of a fireteam were discussed, and I believe Connor had a fireteam as well with the Hatamoto and the Nokizaru.

Prior to the game starting after the Lieutenant roll and I decided to keep the Initiative, we both knew how the game would go, sort of. This has led me to try and focus on 300-point games unless I am doing learning games.

### ### ### Wrap - Up ### ### ###

This was the last game of the day on January 4th, it honestly should not have taken me this long to get these out, but here we are.

Going forward though, after a few ITS events in February are through, I should be working on playtesting mission for a new Warhammer 40k event I am working on. Hopefully the tournament will run sometime in April, as I have a sudden personal goal to ensure at least one or two "goofball" 40k events happen each quarter. I have a short list of about a half dozen ideas for events, but we'll see how many actually get implemented.

See y'all in Part 4 of Operation Bone-Rustler!



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