Jhokalups – Field Operation Action Report – 28
Jhokalups – Field Operation Action Report – 28
Tunguska vs StarCo
100/Recon+ – Annihilation
This week we started our escalation league; six weeks of scaling point values until we come to a full blown ITS. My first game was against Markob, a rematch from our last game over a month ago. We had an interesting three level table set up with a lot of tricky angles.
Wip Roll
Tunguska – 14 (Crit)
StarCo – 19
Decision: Jhokalups
Deployment: Markob
Initiative: Jhokalups
1st Turn: Jhokalups
1st Deploy: Jhokalups
StarCo List:
Tunguska List:
With the multi level set up I was looking forward to trying out the Hollowman and the super jumping mobility. Markob choose sides and took the higher tower for himself. That out of the way we started deployment.
Deployment:
I had my securitates in total cover under the platform in my deployment zone. The Warcor was up on top and prone. I had my Spektr in hidden deploy on the second level of the left platform, just shy of the midline. I held my Hallowman in reserve and set him in the middle of the platform.
Markob had an Alguacil Paramedic, Light Grenade Launcher, and HMG on the ground level, hugging the back of the building in the deployment zone. They were guarded on the flanks by a Jaguar and Irmandinho. An Alguacil with a combi rifle, and the Brawler were on the mid-level and inside the building. The FO Alguacil was on the top of the building.
Top of 1: Jhokalups Tunguska
To start things off, I have the Hallowman peak around the antenna to see the FO and regular Alguacil. They each fire back, I split burst and win both face to face, lucky start! Next I have the Hallowman circle around to the left of the antenna to fight the Brawler. The Brawler survives and fails guts out the door. With nothing to see I have the Hallowman jump down, and walk into cover at the midfield, watching both sides of the building. Out of orders I pass turn.
Bottom of 1: Markob StarCo
The Irmandinho, being understandably irate at the deaths of his companions, runs through the building towards my Hallowman. He then throws smoke out the front door to cover his exit and get closer to the Hallowman. After walking through the smoke the Irmandinho rushes in to get a hit on the Hallowman with his AP CCW. The Hallowman tanks the hit and knocks out the Irmandinho with a chain cult. Markob reforms the Alguacil link that I broke earlier, and has the Alguacil HMG attempt a gunfight with the Hallowman. At nearly a 45% chance to wound this seemed a safe bet. The Hollowman, however wins the fight and knocks the Alguacil unconscious. With his last order the paramedic attempts to remotely revive the HMG, but misses.
Top of 2: Jhokalups Tunguska
I start by revealing my TO camo marker and walking it forward to a nice spot in cover. I then attempt a surprise shot at the Jaguar who success through a smoke to defend himself. Oh well, we can solve this problem another way. I have my Hallowman walk forward and declare an intuitive attack with the chain Colt against the HMG Alguacil, the Jaguar and the LGL Alguacil. I manage to wound all three, but my Hallowman takes a wound from the Jaguar’s chain rifle. For my last order, I have the Hallowman jump up to shoot at the Brawler again. The Brawler wins this fight and my Hallowman is knocked unconscious. That done I pass turn.
Bottom of 2: Markob StarCo
The Alguacil Paramedic first goes to pick up the Jaguar. And then Markob passes turn.
Top of 3: Jhokalups Tunguska
I have my Spektr take a few shots at the Jaguar, knocking it out, and shooting it and the LGL off the table. Then I passed turn.
Bottom of 3: Markob StarCo
Markob has the Brawler attempt to shotgun the Spektr down. The Spektr wins the fight and the Brawler goes down. The paramedic takes a shot at the Spektr as well, but our shots bounce off around each other. With me having lost the Hollowman, Securing the HVT and StarCo having a paramedic left, the final score is:
Final Score: 8 – 1 Tunguska Total Victory
Lessons Learned:
It’s harder to draw lessons learned from a game that goes smoothly. I wanted to try out the versatility and mobility of a heavy Infantry with super jump. The table we played on provided a nice playground for my Hollowman.
I liked that super jump allowed the Hollowman to move more easily between levels, I didn’t need to look for stairs or ladders. I was able to use this mobility twice to get him farther up the field faster, surprising my opponent I think.
The Hollowman having a Chain Colt, a direct template weapon solves a lot of problems that the Hollowmen can face. In this game, an Irmandinho engaged my Hollowman, which could have gone poorly, the Chain Colt only allowed the Irmandinho a single hit, which, with an AP CCW was not going to knock out my Hollowman.
I feel better about my use of a Spektr this week, than the Croc Man last week. Spektr acted as a good secondary attack piece and I was patient with the reveal. The TO camo and cover were also good for pushing the face to face numbers. I look forward to trying out Spektr in Sweep and Clear where I can drop an unexpected 30 point model into a control zone, hopefully securing more objective points.
Next week we move up to 120 points and are playing Sweep and Clear. As a zone occupation mission, I will need to put more thought in than just having a Hallowman jump around on a murder spree.
Until next time.