So, two week ago James (who works with Mark, and who I know through the infinity tournaments Garth runs) showed up for some games of Infinity. I obliged with a 300 point MRRF list that had all the trimmings.
Camo, camo, more camo, mech dep, and a hot dropping werewolf. All the fun toys.
4x Zouave (2 FO, 2 Sniper)
2x Chasseur (1 FO, 1 Minelayer)
2x Dozer (1 Mul Control, 1 Akrylat Kanone)
1x 112 (Doctor)
1x Uragan Mul
2x Metro (1 Rifle, 1 Inferior Infiltration)
1x Aguacile Hacker
Margot & Duroc
2 Myrmidons (Spitfire, Chain rifle)
Myrmidon Officer (Boarding Shotgun)
Machaon (2 Yudbots)
Here I deployed somewhat conservatively, putting the Zouaves and a mine forward, but holding everything else towards the back line. Having played Aleph myself, I know they're hard, and nowhere near as squishy as my boys will be.
James also deployed conservatively, keeping his link team well out of LoF, along with hiding Ajax and Machaon. The Agema Missile is well placed though, and throughout the game was a real problem for me—though the same can be said of my Zouave snipers to James.
The link team and Atalanta fire back. Atalanta misses, even with BS17, and gets marked. The spitfire and other link members hit the Zouave, but he makes every save, earning the nickname of "the Iron Zouave".
Duroc made a run for the link team, firing as he passed, failing to hit and taking a wound (a critical from the shotgun actually) in the process. Stupid ODDs.
My turn opened in style, with Duroc leaping from the roof and firing both chain rifles into the assembled Myrmidons—hitting everything. Twice. They fired back with nanopulsers, resulting in one very dead werewolf—who was going to be dead anyway—and the death of the spitfire and chain myrmidon, and the wounding of Eudoros.
A large number of spec shots followed as spoke was deployed, but Margot finally got a lucky crit, ending the officer, and my turn.
James's turn 2 saw him just shy of retreat, and with Ajax gunning down my Lt and hacker. My turn 3 was spent doing little, but turning 4 orders regular helped get me some more damage, wounding Machaon with another critical spec-shot, and killing the Agema with a guided Uragan round. Ajax went on a little rampage for James's turn 3, but in the end it amounted to little—barely avoiding getting glued by the AK engineer.
This week I brought all my terrain—and realized I have a lot of Infinity terrain. Possibly more than I… nah. We're back to playing at 150 points, but this week I would be playing Will's Acontecimento Shock Army—another sectorial.
In something of a deviation from normal, I set the table up with straight lines of fire—blocking any DZ to DZ lanes, but trying to keep the layout interesting. I think it worked.
I put everything as close to the consoles as I possibly could, including a mine next to the northeast console (and I figured that camo marker was will doing the same, and if not, bang!).
Top of turn 1 my inferior infiltration metro decloaks and knocks the Bagh Mari sniper out with a critical. Excellent work. He then ducks over the edge, discovers and destroys the camo-marker—it was a mine.
My FO Zouave on the right fails twice to access his console.
Hacking. Ariadna style. Having been shown how to do things, the guy on the right finally manages to get it done with my last order.
The regular doctor, her way now clear, barrels out the door and steals the northwest console for the ASA.
It doesn't, the Akal killing the doctor with his boarding shotgun. The Dozer nearby, hearing the shots, wisely ducks around the corner and out of LoF to the Akal.
At the end of the round I hold 2 Quadrants to Will's 1, gaining me 2 objective points.
The Bulleteer then moves up and attacks the Dozer and the Mul, managing to kill the Mul, but the Dozer is saved by his armour and the cover of the nearby crate.
At the end of this round we hold 2 Quadrants each, for 1 objective point each.
Napalm covers the Bulleteer, searing away its ODD and seizing its joints and controls. Nothing is left but a pile of fused metal blasted into scrap by the DEP.
Then I have a not so smart idea to try taking a long range potshot with the Metro on the roof, at the regulars hiding next to the northwest console. I don't hit, and they fail to as well.
That's me done.
Will moves up a Bagh Mari and moves a Regular out to the northwest Quadrant.
We're all tied up on objective points now (probably VPs too, but we didn't calculate those), and it's down to the consoles.
I hold 2 consoles, uncontested. Will holds 1, uncontested. The final console is contested, and would give me the win, or him the draw. We both have only a single specialist alive. We roll our dice.
…and both fail by a horrendous margin. We re-roll. Will gets a 7. Respectable against his WIP of 12. I get a 10, success. I therefore have the final console, and thus, victory, by 2 objective points.
Breaking it down, I'm not sure I would have done much differently… maybe deployed the Zouave sniper away from the edge (he was prone/foxholed) so the Bulleteer couldn't see him. And maybe put the guy with the flamer closer to the bastardized robot with the ODD.
I don't think there was much else Will could have done differently either. We both played a pretty tight game, and it came down to that final objective. I love the tension in games like that. I know I got lucky with my inf. inf. Metro, and that put a crimp in Will's plans—but the Metro only works less than half the time, so it was luck—which was why the Zouave sniper was also set up to cover the Bagh Mari sniper.
I think the only thing that really let Will down was his lack of specialists. Knowing I'll be playing ITS—and liking having specialists for the combat functions—I tend to be specialist heavy in my lists, at the expense of some combat effectiveness. Will only had 2—and Pan O's less than stellar average WIP didn't help either, but he definitely managed to outshoot me in any fair fight.
But playing Ariadna, if he's getting a fair fight, something's gone very wrong…