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Al's mad experiments: A Nomads logbook

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Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 10th, 2016, 12:34 am

Inspired by Errhile's Hassassin logbook, I decided to make a logbook of my games with my Nomads and write down my thoughts on the units and the game.

Before getting into it though, here is a little information about myself. I have started Infinity about a year ago and have been playing Nomads ever since (both vanilla and the Bakunin Jurisdictional command). I also play Combined Army every now and then. I don’t really have any tournament experience and play my games with the local community, which is very small around here. I also don’t have a very good win to loss ratio for that matter :?

That being said, here is how this will go. I will make a list and play at least 3 games with it before switching to another. I feel this is a good number of games to get a feel for the units and how the list and units performs in different conditions.

I’d be happy to hear any thoughts other players may have regarding the units and their use in game, or any comments you might feel like making.

I’ll be posting a quick summary of my last 4 games first, before switching to a more weekly posting schedule.

Thank you for reading and I hope you enjoy the content.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 10th, 2016, 12:47 am

First, here is the list I used in my last 4 games. I wanted to make something simple to use, so there are very few tricks to it. I also wanted to keep in mind the list building advice from this series of articles.

Image The first experiment
──────────────────────────────────────────────────

GROUP 1Image Image Image10
Image ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
Image ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
Image DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
Image INTERVENTOR Hacker (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
Image ZOE & PI-WELL . (0 | 47)
Image Image ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
Image Image PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
Image HELLCAT Boarding Shotgun / Pistol, Knife. (0 | 21)
Image KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
Image RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
Image ZONDBOT Electric Pulse. (0 | 3)
Image ZONDBOT Electric Pulse. (0 | 3)
Image MOBILE BRIGADA HMG / Pistol, Knife. (2 | 42)

GROUP 2Image Image Image1 Image2 Image2
Image SIN-EATER HMG / Pistol, CCW. (2 | 33)
Image MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
Image MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)

6.5 SWC | 300 Points

Open in Infinity Army

With this in mind, this was the overall plan. The Riot Grrl and Cassandra Kusanagi would move up the table, the first one to hunt down camo units and the other to grab objectives, take out enemy troops or get into suppression fire and deny areas.

The Hellcat would hunt down cheerleaders or targets of opportunity and the Mobile brigade would take out targets at range from the safety of cover. Pi-Well would move up to capture objective or set up to act as a mobile repeater.

The Sin-Eater would try to make life difficult for my opponent by locking down fire lanes and covering objectives. The rest of the force would protect my deployment zone and move as needed.

That was the plan anyway. Let us see how it went.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 10th, 2016, 12:55 am

The first game was against a friend from the coast guard who happened to be in town. He faced me with a Qapu Khalqi sectorial army from Haqqislam in the Frontline I.T.S. scenario.

I don’t have his army list, but from memory he had a Janissaries fireteam, two alguaciles, a Ghulam doctor, a mobile brigade, an engineer, a bashi-bazouk and I don’t remember the rest.

I have found that I always do poorly in direct action scenarios and this was no exception, with my opponent winning the game 10-0. Here is a quick breakdown of the game.

I won initiative and took first turn. My first mistake was to deploy my Hellcat in order to hit the Janissaries link. I soon realized that was suicidal and unlikely to work so I settled for killing the Ghulam Doctor and another troop nearby.

Next I tried moving Pi-Well behind some boxes near the center, but he got shot on the way and went unconscious. My Morlocks advanced up the field unopposed, my Sin-Eater repositioned a bit and I moved up some more troops before ending my turn.

On his first turn, my opponent deployed his Bashi-Bazouk near my Sin-Eater, which I had left unprotected. However, he was close enough that I could attempt some change facing and got him into line of sight. He was quickly killed by the Sin-Eater's pistol after that. The Janissaries moved out, taking out my Sin-Eater and setting up near the middle of the table, right next to Pi-Well’s inactive chassis. His mobile brigada moved up and took out the Morlock on his side and my Hellcat was killed by one of the Alguaciles.

The second turn saw little movement on my part. I first tried to weaken the link with my Riot Grrrl, and when this failed I ineffectively exchanged shot with my mobile brigada' HMG. I did take out one of them, but this cost me a lot of orders. During his turn, the fireteam moved onto a big platform to get a better view of the Brigada and exchange shots again without anyone dying.

During my last turn, I took the opportunity to move Kusanagi towards my opponent’s deployment zone in hopes of securing the zone for the end game. I also deployed a fast panda under the platform to hinder the Janissaries, but I had little hope of winning at this point. Sure enough the game ended and I lost.

Thoughts on the game: I might have scored a few points but I send Kusanagi too far and ended the turn in my opponent’s deployment zone instead of right next to it. Even then I could not hope to win without taking out a few Janissaries, which I failed to do.

So how did my units fare?

Hellcat: Did well, considering the position I dropped him in, but could have done better. This was really my fault; I should have looked closer before choosing my drop zone. I could have taken out more orders and possibly the lieutenant if I had not focused on the Janissaries so much.

Sin-Eater: He did okay but died too quickly and failed to make my opponent waste enough orders on killing him.

Mobile brigade: Did a good job hitting, but I just could not get through the Janissaries’ armor with a regular HMG.

Kusanagi: I needed her to take on the Janissaries, but I deployed her too far and could not get close enough. Her E/M grenades would have been a really useful here. Also, she’s the only troop in this list with an AP weapon.

Interventor/Zoe/Pi-Well: They were the second best option for disturbing the link, but Pi-Well getting killed before getting into position made this strategy almost impossible. The center of the table was pretty open and moving into it meant getting shot up by the Janissaries. Only when they moved on the platform did I get a chance, but it was too late by then.

Morlocks: I really wished I could have used their smoke grenade to move my troops around the middle. Sadly, their impetuous nature made this strategy reliant on luck and it was not on my side this time.

Other thoughts: I always have trouble securing zones with nomads. Maybe I scatter myself around the battlefield to much? I could have used my mobile brigada for this but I had placed him on a roof which was a dumb decision in retrospect. Oh well. Live and learn.

Next up, I play against I.S.S. in a more objective focused mission from I.T.S.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 10th, 2016, 1:02 am

In this game I faced my good friend Vinndi who decided to play is Imperial Secret Services with which he has been having a hard time winning.

From memory, his list consisted of a Wu Ming fireteam lead by a Zhanying, a Sophotects, a Ninja with Killer Hacking device, Father Lucien Sforza, a Bao troop, at least one celestial guard and I don’t remember the rest.

We played the highly classified I.T.S. scenario. I won initiative and decided to go second and choose my deployment zone.

On his first turn, my opponent moved his Wu Ming fireteam down the alley covered by my Sin-Eater, killing him on the way. He then spent some orders accomplishing his secondary objective and one of the primary objectives. He finished his turn moving some troops toward the middle of the table.

I tried to heal my Sin-Eater and succeeded, accomplishing one of the primary objectives as well, but he died to a rocket launcher hit on the same order. I moved Pi-Well and a Morlock inside a house and got them close to the middle line, hoping to set myself up for some hacking, but my opponent used is own hacker to disable the remotes repeater. I dropped my Hellcat behind the Wu Ming and took a shot, inflicting a wound and finished my turn setting up some troops in suppressive fire.

Turn two saw my hellcat get killed by a celestial guard, Sforza revealing himself and killing a Morlock, the Ninja hacker killing Zoe and the Wu Ming fireteam exchanging shots with Kusanagi, failing to wound her and losing their HMG in the process.

My own turn I killed Sforza with Kusanagi and the Ninja with the Riot Grrrl. I took some more shots at the Wu Ming with little success.

Last turn my opponent became focused on killing Kusanagi, losing his chance to score another objective in the process. This played out in my favor. I had already achieved one primary objective by healing my Sin-Eater and thanks to my opponent’s focus on Kusanagi he had brought his link close to my interventor. All I had to do was deploy my fast panda and succeed at a spotlight and two more WIP rolls against his models to score another primary and my seconday.

This ended with a victory for the Nomads.

Kusanagi: She was better positioned this time, covering the center and my HVT. She really came through, keeping the Wu Ming busy and annoying my opponent to no end.

Mobile brigade w/HMG: This guy didn’t kill anyone, but he was well positioned, making it risky for the Bao troop to advance and thus keeping Kusanagi safe. Good showing for this guy.

Zoe/Pi-Well: They did not really get to shine. Zoe got killed before having a chance to do anything. Pi-Well could still have allowed me to score my last objectives in a pinch, but was not in a good position to perform once his repeater was offline.

Riot Grrrl: Did her job, hunting down the Ninja. She also kept the Wu Ming busy and managed to engage one of them on the last turn thanks to her hyper-dynamics. I’m pretty happy with her performance here.

Sin-Eater: Got killed on the first face-to-face roll. In retrospect, I should have shot one of the other Wu-Ming in the hopes of reducing the fireteam to a 4 man. I’m not particularly happy with his performance so far. He tends to die too early.

Interventor: She won the game. Good job.

Hellcat: He deployed successfully, but I wasted him going after the Wu Ming instead of taking out light infantry. I need to play smarter when I use this guy.

Other thoughts: I rarely go against other hackers and got caught off guard when deploying Pi-Well. I’ll have to remember this next time. My deployment was much better this time and all my units performed well. I really wish Kusanagi was not my lieutenant so I could be more aggressive with her. Still, once she’s in cover and suppressive fire, she’s almost untouchable for non MSV troops.

Next up, I go against Vinndi’s USAriadna.
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Re: Al's mad experiments: A Nomads logbook

by Errhile » November 10th, 2016, 5:20 pm

Which Sin-Eater loadout did you use? I remeber having a lot of trouble against Sin-Eaters (granted, mostly back in 2ed). If a Neurokinetics, Mimetism and BS 13 model with a Burst 4 weapon (HMG or Spitfire) is taken down easily in a straight face-to-face, Lady Fortune must be really disliking you. Have you engaged the targets from a favourable range band, and maintaining Cover?
They say there will be Heaven and the Fount of Kausar,
That there, there will be pure wine and honey and sugar
Fill up the wine cup and place it in my hand
(For) ready cash is better than a thousand credits.


- Rubayyat of Omar Khayyam, but it is a shoddy translation :(
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 11th, 2016, 12:02 am

Indeed, I used the HMG profile for the Sin-Eater. In my last few games it came down to luck. I was often facing 5 men links, in cover, with their own HMG. With both of us in cover, favorable range and the link bonus canceling my mimetism it was a 5 vs 4 die roll with about a 1 point difference in BS at best.

I guess I just don't roll well enough with him.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 11th, 2016, 1:11 am

I played Vinndi once again, this time facing off against his USAriadna. I felt like playing with the objective room this time so we played The Armory I.T.S. Scenario.

I won initiative again (it has been a while since I won initiative this many times in a row) and decided to go second again, picking my deployment zone.

My opponents list, from memory: Blackjack, Van Zant, Grunt fireteam, 112, another grunt, two foxtrot, one airborne ranger, a Devil dog team and I forgot the rest.

Now I expected two things in this game: airborne rangers and Van Zant. I got airborne ranger and Van Zant. Luckily I had deployed to cover all possible approaches so I got an ARO on Van Zant when he showed up. Unluckily he made his armor save and proceeded to kill my interventor. He then killed an Alguaciles that was watching the airborne rangers chosen deployment zone and stopped his rampage there... for now. The Devil Dog team ran down the street my Sin-Eater was covering and died to his bullets. A foxtrot also showed up near him, taking a point blank shot with a shotgun. The Sin-Eater killed him, but the blast hit my Daktari, sending her into unconscious.

During my active turn I moved Kusanagi, Zoe and the mobile Brigada towards the objective room and set them up in suppressive fire. I figured I could ignore Van Zant for now and that he would come to me next turn anyway. That would bite me in the face soon enough. I moved my Riot Grrl to take on the blackjack and got killed for my trouble. And that was the highlights for my turn.

Turn two I realized how big of a mistake I had made. First, Van Zant moved a bit and killed Zoe. Then the grunt link moved and I noticed my Brigada had his back to them. That was the hard place to Van Zant’s rock. I could not cover both approaches effectively and this cost me big. I had to break suppression fire to reposition my Brigada, losing a wound in the process and going down soon after. Kusanagi now had a grunt with a shotgun and flamer right up her face. I could dodge and get shot or shoot and get flamed. I opted to dodge and got killed. When my opponent’s active turn was over I was in both loss of lieutenant and retreat.

So what went wrong?

Kusanagi: I should have gone after Van Zant on my first turn with her. She had the advantage and I did not need her near the objective room yet. She was also in a bad spot against the Grunts, both AROs left me at a disadvantage.

Mobile Brigada: This guy soaked a decent amount of fire, but my positioning was terrible and it cost me. Still, he performed as expected.

Sin-Eater: I had a choice with this guy. Take 5 bullets from the grunt HMG and shoot at the other grunt in my LOF or exchange fire with the HMG. I chose the latter and lost. In retrospect, I should have taken the opportunity to deny the fireteam that +3 bs. He did manage to take out the Devil Dog team at least.

Other toughts: Not much more to say about this game. The other units did their part, but it wasn’t enough. Poor positioning on my part made this game shorter than it should have been.

Lessons learned: Don’t leave a dangerous unit behind you if you can help it. Stay out of range of flamers.

Last game with this list, I play against Imperial Secret Service again.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 11th, 2016, 1:17 am

Once again I faced Vinndi’s Imperial Secret Service.

We played Engineering deck this time, on the same table as last game. I won initiative and chose to go second, taking the same deployment zone as last time.

My opponent’s list, from memory: Wu Ming fireteam lead by a Zhanying, a Sophotect, a Ninja with Killer Hacking device, a Bao troop, one celestial guard and I don’t remember the rest.

On his first turn, my opponent activated the two antennas closest to him and moved into the central objective room with his Wu Ming fireteam. My Sin-Eater died to something but I forget what. Little else happened that turn.

On my turn I took down the ninja hacker lurking near the objective room with the Riot Grrl, took one of the antennas with Zoe and sent Pi-Well up to the objective room’s wall. I moved around a bit more and put some people into suppressive fire. I also dropped my Hellcat, choosing to let him die to the TR bots fire in exchange for taking out the Sophotect, my opponent’s only doctor and engineer.

The Wu Ming moved again on turn two, realizing two late they were in range of Pi-Well’s repeater. I managed to isolate two of them, breaking the link and denying them of two members for the rest of the game. Learning from his mistake, my opponent used the LI in the link to take out Zoe and with smoke cover from the Celestial Guard Pi-Well soon followed. This cost him a lot of orders though and his turn ended soon after.

I had very little hope of taking the objective room away from the remaining Wu Ming, so instead I decided to go for one of the antennas on the other side of the table. I took out my Mobile Brigada and cleared a way, killing the TR bot, the celestial guard and the Bao troop blocking my path. I then moved my Interventor to take the second antenna closest to me and deploy my Fast Panda near the Objective room to stall the Wu Ming.

My opponent ended up trapped inside the Objective room, with all his other troops dead or unconscious. He put the LI into suppressive fire, watching the antenna I was going for and ended his turn.

At this point, I was losing, but I could snatch victory by grabbing a third antenna. All I needed to do was get past the LI and the Wu Ming Heavy Rocket blocking the way. My first though was to use the interventor to go into Impersonation-2 and move her to the antenna safely. Two failed WIP rolls later and that option was getting costly in orders. So, I opted to take Kusanagi out. I moved in, taking out the LI and making it safely to the antenna with 2 orders left. And then I failed the following two WIP rolls, turning a possible 5-4 win into a 9-0 loss.

So who did well this game?

Hellcat: I.S.S. seems to have very little specialist choice and taking out the Sophotect was definitely worth it here. Good job Hellcat.

Mobile Brigada: This guy was on a roll. He cleared all the troops covering the approach to the last antenna I went for without taking a wound.

Interventor/Zoe/Pi-Well: Together, they turned a five man link into a 3 man and making the other 2 isolated for the rest of the game with only one ARO. The Interventor’s fast panda was a good backup for Pi-Well and made sure the link remained stationary on the last turn.

Riot Grrl: Took out the Ninja and went into suppressive fire. Not much else, but that’s kind of her job so it’s fine.

Sin-Eater: He had a pretty good spot, covering 3 of the four antennas. I can’t remember what killed him this time though.

Kusanagi: She did well against the Wu-Ming and I probably would not have reached the last antenna without her. Failing those WIP rolls was really bad luck.

And that’s it for those four games. Next up, I’ll look back on each unit and write down my final thoughts.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 11th, 2016, 1:21 am

So, final thoughts on those last 4 games.

Alguaciles: Not much to say about them. The plan was to keep them watching the sides for AD troops and provide orders for the rest and they did this well. If I had a few more points, I would make them FOs for extra flexibility and ARO uses.

Daktari: A good specialist but I rarely have the orders to use her. She was mostly watching out for the Sin-Eater and Kusanagi. She’s not pricey so I don’t really mind keeping her in the list.

Zoe: At first, I thougth Zoe was overpriced, but then I realized she really isn’t. She’s a great specialist, but I find it hard to get her where she needs to be. Still, even if you keep her in the back, she’s a great hacker and Pi-Well makes sure she has a chance to shine.

Pi-Well: This guy is awesome. He’s fast, he’s a repeater, he’s a specialist, and he’s got ODD. He rarely disappoints. I did not get to use him much in those games, except to extend my hacking area, but I never felt like I wasted points taking him.

Cassandra Kusanagi: She did well in these last four games, being a general pain to deal with and a good killer when I can get her in range. I like her multi-rifle profile for the flexibility, but I did not get to use her flamer or E/M grenades much. Being a specialist is also highly useful. If possible, I would rather not take her as my lieutenant so I could be more aggressive with her.

Mobile Brigada w/HMG: Not much to say. This guy has a lot of staying power. Keeping him in cover and taking out threats from range was his role and he did it well.

Interventor: She was here to provide White Noise in case of MSV2 and because she’s a great specialist. She won me Highly Classified and neutralized a Wu Ming fireteam in engineering deck so I can’t really complain.

Riot Grrl w/Spitfire: I brought her along to hunt camo and that’s what she did. The spitfire profile is pretty good, but I’m tempted to take a Grenzer instead and see if it works as well.

Sin-Eater w/HMG: I don’t know if I’m just unlucky with this guy, but he rarely seems to do his job. I bring him along to slow down enemy troops. I don’t expect him to live long, but I expect him to at least make my opponent waste some orders. In all four games, he failed to do this and only killed a Bashi-Bazouk , a Foxtrot and a Devil Dog team. For the points, I might be better off with a standard TR remote. Still, I really like the model so I think I won’t give up on him just yet.

Morlocks: These guys are only here to throw smoke and maybe put pressure on my opponent. They did not do well in these last 4 games, usually dying early. While this is not a big deal, I could have used those smoke grenades a few times. Replacing at least one of them with a Jaguar might be a good choice, but I didn’t have the points this time. Also, I don’t have any jaguars.

I’ll be switching lists for the next 3 games, playing vanilla Nomads again but trying out new troops. I’d like to try out the Tomcats, bandits and the Taskmaster so expect to see them in the next entry.

Feel free to leave your own thoughts and opinions below.
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Re: Al's mad experiments: A Nomads logbook

by Errhile » November 11th, 2016, 9:14 am

I have no idea on how do your table look like, but your Sin-Eater keeps underperforming apparently. With Mimetism, ARM 3 and in Cover, he should be effectively -6 to hit and ARM 6 unless you're facing a MSV-equipped opponent. Even against a HI Fireteam, this should level his chances.

What is the range you did engeged your opponent at, all those times? HMG-favourable? If not, perhaps it would be advisable to test ther loadouts (Spitfire, or Mk12, if you want ot go SWC-light).

Personally, I've lost enough heavy weapons troops even in full Fireteams) to these Sine-Eater maniacs, and I turned to engaging them either from behind, at close range from Camo or outside of theri effective range with sniper fire. Or at least sneak into close range and open up with rifle where the SinEater's HMG is deprived of range bonus.
Deny them the advantage. As much of advantage as possible.

That, or dump your dice and get yourself a new set.
They say there will be Heaven and the Fount of Kausar,
That there, there will be pure wine and honey and sugar
Fill up the wine cup and place it in my hand
(For) ready cash is better than a thousand credits.


- Rubayyat of Omar Khayyam, but it is a shoddy translation :(
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 12th, 2016, 2:01 pm

That, or dump your dice and get yourself a new set.


Ha! I might just have to do that. I was never at a disadvantage with my Sin-Eater, just rolling lower than my opponent.

Anyway, time for a change. I will be playing later today and wanted to try some new units and different loadouts so here it is.

Image The Second Experiment
──────────────────────────────────────────────────

GROUP 1Image Image Image9 Image1
Image ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
Image ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
Image BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
Image TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)
Image TASKMASTER HMG / Heavy Pistol, DA CCW. (2 | 49)
Image INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
Image RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
Image ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15)
Image REVEREND HEALER MULTI Rifle, Nanopulser / Pistol, EXP CCW. (0 | 37)
Image ZONDBOT Electric Pulse. (0 | 3)
Image ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)

GROUP 2Image Image Image1 Image2 Image2
Image SIN-EATER MULTI Sniper Rifle / Pistol, CCW. (1.5 | 33)
Image MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (0 | 8)
Image MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (0 | 8)

5.5 SWC | 300 Points

Open in Infinity Army

As far as game plans go, I want to use the bandit to secure objectives or zones early and the zero to deploy some repeaters for my Interventor to use.

The Reverend Healer, Riot Grrl and Tomcat will be moving up, going for objectives and enemy troops. The Taskmaster will shoot things from range.

I would like to use the Sin-Eater and Alguacil with the missile launcher to cover the same area and make anyone who crosses it pay dearly by either splitting their burst or taking a normal roll fromone of two very dangerous weapons. I don't know how the multi-sniper will fare on the Sin-Eater, but the point is to experiment so we will see. The Morlocks will provide smoke cover if possible, and rush at enemies as usual.

A battle report will follow in the next few days, with pictures this time :D

Until then, have a good day.
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Re: Al's mad experiments: A Nomads logbook

by Icchan » November 14th, 2016, 9:11 pm

My Sin-Eaters consistently die to sacrificial smoke billowing chain rifle warbands. Doesn't matter how many dice I have in ARO if it's not a ftf roll.
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Re: Al's mad experiments: A Nomads logbook

by Errhile » November 14th, 2016, 10:00 pm

Yes, but that's someone applying a specific tactic against them, plus usually pouring quite a number of Orders into those sacrifical warbands.

As one figher pilot once put it, if you manage to make your opponent spend their resources (fuel, kinetic / potential energy, ordnance, time) on not fulfilling their mission, you're basically doing a good job. bonus points if you manage to keep your resources more or less instact, but actually losing less than your opponent will do.

In a 3-4 turn game, with its limited duration, Orders become a crucial resource. Those spent on pushing a Smoke-tossing Warband across the table - even if, in result, the Sin-Eater goes down (and what for are you keeping that Zondbot around a corner as if not to bring the Sin-Eater up next turn...?) - can not be used to fulfill your opponent's objectives.

Now, if he was able to spend the same 5 orders pushing a Fireteam towards the objective, and in the meantime waste the Sin-Eater with the Team's HMG at optimal distance, these Orders weren't,actually, wasted...
They say there will be Heaven and the Fount of Kausar,
That there, there will be pure wine and honey and sugar
Fill up the wine cup and place it in my hand
(For) ready cash is better than a thousand credits.


- Rubayyat of Omar Khayyam, but it is a shoddy translation :(
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 16th, 2016, 1:48 am

So, I played my first game with the last list I posted above this passed saturday and I am happy to report the game went well. I played against the Onyx contact force list below. Apologies for the pictures, a lot of them came out poorly.

Image Onyx Rodok team
──────────────────────────────────────────────────

Image10
Image RODOK HMG / Pistol, Knife. (1.5 | 27)
Image RODOK Paramedic (MediKit) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 21)
Image RODOK Missile Launcher, Light Shotgun / Pistol, Knife. (1.5 | 28)
Image RODOK Hacker (EI Assault Hacking Device) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 25)
Image NEXUS Lieutenant (Specialist Operative) Combi Rifle / Pistol, Knife. (0 | 16)
Image SPHINX Spitfire, 2 Heavy Flamethrowers / EXP CCW. (2 | 106)
Image IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
Image MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23)
Image SLAVE DRONE Electric Pulse. (0 | 3)
Image SLAVE DRONE Electric Pulse. (0 | 3)
Image FRAACTA Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 28)
Image IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)

5.5 SWC | 298 Points

Open in Infinity Army

We played the Safe Area I.T.S scenario. I won the initiative roll and decided to take first turn. My opponent had me deploy first and took the side with the large platform.

Image

I decided to put the Sin-Eater on top of the two story building, since it allowed him to cover most of the table, and placed the Alguacil with missile launcher on top of the building to the right to watch the same space. I deployed one Morlock nearby and the Taskmaster in front of the building, taking cover behind a car. One Alguacil FO took position behind the house to watch for AD with the Riot Grrl neaby.

Image

Image

The Reverend Healer took position near the middle, between two buildings. On the other side I placed the other Morlock, the Interventor and another Alguacil FO. I infiltrated the Zero near the center of the table, behind the train, and the Bandit near the middle line on the right side of the table.

Image

Image

My opponent deployed his Rodok fireteam on top of the buildings facing the Sin-Eater with only the HMG and Missile launcher standing, the rest of the team staying prone. The Med-Tech and one Ikadron deployed on the right side of the table, near the Rodoks. The other Ikadron went behind the hangar and the Sphynx was nowhere to be seen.

Image

Image

My first turn started with my Morlocks moving towards the Rodoks. One of them got shot down, the other was out of LoF but failed to throw smoke near the Taskmaster meaning I was not going anywhere with him this turn. Instead of facing off against the fireteam, I opted to move my bandit. I crossed over behind the white house and got discovered by the Rodoks on my way but ended my movement safely out of their sight. I then moved near the table edge to take a shot at the Med-Tech, killing him and getting rid of that pesky doctor/engineer.

Image

The Riot Grrl moved near some boxes and took a shot at the Rodok HMG with her blitzen but got wounded for her trouble and ducked back out of sight.

Image

I deployed a repeater on the right side of the train with the Zero and moved the Reverend healer down the street to take cover behind a car. I ended my turn by putting the Riot Grrl, Reverend Healer, Interventor and one alguacil into suppressive fire.

At the beginning of his turn my opponent successfully dropped the Fraacta near my Reverend Healer. I managed to change my facing and the following order he shot me with his boarding shotgun and took a Nanopulser to the face in return, taking a wound.

Image

Next the Rodok team activated and seeing an opportunity I decided to have the Sin-Eater and Alguacile missile launcher shoot the Rodok’s missile launcher while the Taskmaster would shoot back at the HMG. The HMG split burst going one on the Taskmaster and two on the Sin-Eater and Alguacil. The Taskmaster was hit and took a wound, the Sin-Eater passed his armor save and the Alguacil went down. In exchange, the Rodok’s missile launcher took a crit from the alguacil missile and a DA bullet from the Sin-Eater. He died and the explosion sent the Rodok HMG into unconsciousness.

Image

My opponent used the Rodok paramedic to heal up his HMG and reformed the link. Then he revealed the Sphinx and moved him to the left to avoid the repeater. This allowed me to discover him with my Sin-Eater. On his next activation, he crossed the train tracks and opened fire on the Sin-Eater and Taskmaster. The Taskmaster dodged while the Sin-Eater answered in kind and the Zero dropped and E/Mauler. The Taskmaster went down but the Sin-Eater managed to put two wounds on the beast (maybe it was one and the other wound came later, I don’t remember).

Image

This pretty much ended the turn and we moved on to turn two.

My remaining Morlock moved towards the Fraacta and killed him with his Chain rifle, taking a wound and going dogged in the process (thanks Metachemistry ). He then continued to move towards the Sphynx hoping to get in close combat but I did not have enough order so I resorted to using my chain rifle and got flamed in return. This did make the E/Mauler go off, but the Sphynx passed his BTS roll.

Image

I decided to drop my Tomcat behind the boxes near the Sphynx and in a suicide run take down his TO camo with my light flamer.

Image

Moving on from there, I brought the Bandit around the house to take a shot of Adhesive launcher at the Rodock HMG but we both missed and my turn ended with me taking my Alguacil FO to forward observe the Sphynx and get my secondary objective.

My opponent moved the nearby Ikadron out to try and put down the Bandit with his flamethrowers, but she dodged and moved closer to it. The Sphynx activated one last time to try and take out the Sin-Eater but was shot down by fire coming from him, the Zero and Riot Grrl. I don’t remember if he attempted to take out the Sin-Eater one last time with his Rodok, but he conceded victory soon after and that was game.

Aftergame thoughts: Things went better than I expected. The Sin-Eater did a great job this time, making this game much easier than it should have been. I can't remember the number of saves he made but there was a lot more than I wrote. Pairing him with the Alguacil also paid off pretty well.

I was a bit worried about having an Irregular in such a low order count list, but I was happy with the Bandit's performance. While she did not kill much, she offered me options I was happy to have on hand. I made a dumb move firing the Blitzen with my Riot Grrl but for some reason I had convinced myself Rodoks were HI instead of MI. At least she got out of the exchange alive.

I was not to sure how to best use the Tomcat so I decided to just use him to get rid of the TO camo on the Sphynx. Perhaps I could have used him better, but I did not need him anywhere so it was not a big loss.

I am looking forward to trying out this list again and see what it can do in a more objective driven scenario. The Taskmaster never had a chance to shine in this game and I'm hoping to get more use out of him next time.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 21st, 2016, 1:21 am

Yesterday, I played my second game with the list I posted a few posts above this one. My friend played his Haqqislam and we played the Comms Center I.T.S scenario.

First, here is the table we played on.

Image

And here is my opponent’s list.

Image Ghulam-Spam
──────────────────────────────────────────────────

GROUP 1Image Image Image5
Image HAFZA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
Image DJANBAZAN HMG / Pistol, Knife. (1.5 | 35)
Image GHULAM Hacker (Hacking Device) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 20)
Image GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
Image NASMAT Electric Pulse. (0 | 3)
Image FIDAY Rifle + Light Shotgun, Antipersonnel Mines, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 31)

GROUP 2Image Image Image8
Image DJANBAZAN Sniper Rifle / Pistol, Knife. (0.5 | 31)
Image GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13)
Image GHULAM Hacker (Hacking Device) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 20)
Image GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
Image NASMAT Electric Pulse. (0 | 3)
Image NAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife. (0 | 13)
Image NAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife. (0 | 13)
Image NAJJARUN Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 17)
Image FASID HMG + (Smoke and Normal) Light Grenade Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 53)

5 SWC | 300 Points

Open in Infinity Army

He won initiative and elected to go first. I chose to give him the DZ with the two houses connected by a bridge and have him deploy first.

He deployed his Djanbazan HMG on the bridge between the two houses with a Ghulam Doctor taking position behind the house on the right, near the ladder. Behind the house on the left a Ghulam FO and a Naffatun waited to move forward.

Image

Near the middle, behind a two-story building, the Al Fasid took position accompanied by a Ghulam Hacker. Another Hacker waited nearby on the left.

Image

On the right side of the DZ, the Djanbazan sniper took position on top of an antenna, a Nasmat remote watching over him. Finally, the Hafza stayed hidden in a house on the right flank and the Ghulam engineer watched the table’s side.

Image

I deployed my Sin-Eater on top of the two-story building so he could watch both Djanbazan and about half the consoles. The Alguacil with Missile launcher positioned himself on the street below, in front of the Djanbazan HMG, along with a Morlock who stood defiant in the middle of the street. The Riot Grrl stood watch over my DZ from the side of the building.

Image

Both Alguacil FO took positions along the flanks to watch for incoming AD troops. The Interventor hid behind a building while the Reverend Healer took a forward position near the middle. Her Zondbot installed himself on the roof next to the Sin-Eater.

Image

The Taskmaster stayed near the Reverend, just behind a building. The Bandit failed to infiltrate in my opponent’s table half and deployed on my left flank. The Zero had more success and hid behind some stairs, inches away from the Al Fasid.

Image

The Fiday attempted to infiltrate near the Alguacil Missile Launcher but failed his roll and dispersed off table. He ended up in the back of his DZ. My last Morlock took position near the Reverend Healer, in full view of the Djanbazan sniper.

Image

Image

With this we were ready to begin and I started by reducing my opponent’s main order pool by two orders.

He started his first turn by activating the Djanbazan sniper for a showdown with my Sin-Eater. This ended poorly for the Djanbazan who fell unconscious from his wounds. The Nasmat soon came to his rescue and while it managed to revive him it was destroyed in the process by another bullet from the Sin-Eater. Meanwhile, my nearby Morlock used to opportunity to move further ahead towards my opponents half of the table. The Djanbazan tempted fate once again but God was against him and he died from his wounds.

Seeing his brother-in-arm go down, the Djanbazan HMG took up the fight. While he managed to avoid the missile from the Alguacil the Sin-Eater’s aim was true and he fell unconscious, like the others before him. The Ghulam doctor crawled up to the roof and healed him back to life.

Getting a little annoyed by this turn of events, the Al Fasid decided to join in. Using his smoke grenade launcher, he put down a screen in front of the Djanbazan who quickly used the opportunity to kill the Alguacil and send the Sin-Eater into nconsciousness. However all this exchanged had taken its toll on the reduced order pool and it was now the Nomads turn to move.

Image

My turn began with the Morlocks rushing forward. While the one on my right flank had managed to move a little during my reactive turn and could now move ahead safely the one on the left had moved a little too far and was in sight of the Djanbazan HMG. Still, she moved ahead and was shot for her trouble, going unconscious in the middle of the street. The other Morlock made it safely inside a house in my opponent’s half of the table and waited there until next turn.

After this, my next order of business was to make sure the Al Fasid could not move unimpeded. With this in mind, I revealed the Zero that was lurking nearby and placed a repeater right next to him. At that moment, I also realized one of the Ghulam Hacker was in range of the repeater.

I used this opportunity to activate the Bandit, moving her into cover and attacking the enemy hacker with her Killer Hacking device. She triumphed, eventually, but this took more orders than I would have liked.

Having nowhere to drop my Tomcat I kept him off the table this turn. My last orders were spent on my Reverend Healer, first moving into contact with the nearest console and healing the Sin-Eater with her Zondbot, then peeking out to see the Morlock that went down and shoot her with a Medikit. Sadly, the morlock did not make it and that ended my turn.

Image

Image

On the following turn my opponent found his advance unopposed and used to opportunity to secure some consoles. First, he coordinated some Ghulams and Naffatun and moved them up, each Ghulam entering base contact with a console. He followed this by activating both and using another coordinated order to move the Ghulams and Naffatun further up the table.

Image

Image

Image

One of the Naffatun moved ahead and tried to torch my Healer, but her armor protected her and she moved out of sight.

Image

With his remaining orders, he moved his Fiday into close combat with my Zero. While she was outmatched, she somehow survived both attacks by passing her armor saves, keeping the Fiday occupied for now.

Image

This turn I knew would be the last for my remaining Morlock so I opted to move the Sin-Eater into the first combat group. My morlock rushed out of the house and was promptly killed by combined fire from the Al Fasid, the Djanbazan, a Ghulam and a Naffatun. In exchange he managed to kill the Ghulam with his chain rifle, scoring me another specialist kill.

Next, I wanted to secure a drop zone for my Tomcat. With no one else in position to help I used the bandit’s adhesive launcher to glue the Ghulam Engineer in place. My Tomcat move in and finished him off with his combi-rifle.

My Interventor moved up, deploying her Fast Panda at the same time, and covered the area around the Sin-Eater with a White Noise zone.

My Taskmaster moved out, taking out the nearby Naffatun to clear the way for my Reverend Healer.

Image

Image

He then coordinated with the Riot Grrl and Sin-Eater. The Taskmaster moved all the way to the Sin-Eater’s building to cover the street, the Riot Grrl moved around to get closer to a console and the Sin-Eater got back up. My turn ended with the Reverend Healer activating the nearest console.

To begin his turn, the Al Fasid activated and used his smoke grenades to give some cover to the Djanbazan, successfully passing his BTS against my hacking attempt. The Djanbazan then opened up on the Taskmaster who took a wound and fell back into cover.

Image

The Ghulam doctor tried to heal the Naffatun who had fallen to the Taskmaster but could not get close thanks to the Reverend Healer. She had to resort to her Medikit, but the shock was too much and the Naffatun died. The doctor then moved up to activate a console and while her attempt succeeded she was shot by the Reverend and drop unconscious in the street.

Image

On the other side of the table, the remaining Ghulam hacker moved to secure one last console before the turn ended.

Image

On my last turn I was ahead in specialists killed, but behind on activated consoles. To remedy this, I started by moving the Riot Grrl into contact with the nearest console and activating it. She passed the WIP roll but was shot and wounded by the Djanbazan. Her job done, she retreated out of sight.

Image

The Interventor moved next, going into IMP-2 and moving to the nearest console. She was discovered on the way, but ended her movement out of sight and activated the console safely.

Image

My Tomcat closed in unopposed to a console held by my opponent and took it for the Nomads, putting me ahead. With nothing left to do, I moved the Tomcat into base contact with the fallen Ghulam Doctor and finished her to score my classified.

Image

The game ended in a Nomad victory, with a score of 10-0.

After game thoughts: I was lucky my opponent did not start using smoke cover until he had already lost one Djanbazan otherwise this game would have been more difficult.

The Bandit is not very good at killing other hackers with her WIP 12, but I like having her as a specialist. Having an Irregular Order means I don’t want to waste it by not using her but her Adhesive Launcher gives her a good range and a variety of use. If she had not been there, I don’t think I could have brought my Tomcat on the table safely, or at least not in a position that mattered to the game.

VIPs for this game: The Sin-Eater and Zero who both managed to make my opponent waste a lot of orders trying to get rid of them :D
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Re: Al's mad experiments: A Nomads logbook

by Errhile » November 21st, 2016, 4:42 am

Seems your table had a lot of end-to-end lines of fire along the edges. Something I tend to avoid - there should be some LoS breakers along an edge (both DZ and side) to keep a lucky HMG or Sniper from turning it into a death zone.
They say there will be Heaven and the Fount of Kausar,
That there, there will be pure wine and honey and sugar
Fill up the wine cup and place it in my hand
(For) ready cash is better than a thousand credits.


- Rubayyat of Omar Khayyam, but it is a shoddy translation :(
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 22nd, 2016, 2:58 am

I agree. I was not particularly happy with the way I setup that table. Some fields of view seemed too opened for me. My Sin-Eater in particular had a really good view.

I'll try breaking LoF some more next time.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » November 29th, 2016, 12:49 am

And here it is, my third and last game with the second list. My opponent was playing USAriadna and we played the Rescue I.T.S. Scenario.

First things first, here is my opponent’s list.

Image Minutemen Assault
──────────────────────────────────────────────────

GROUP 1Image Image Image10
Image MINUTEMAN Lieutenant AP HMG / Pistol, CCW. (1 | 34)
Image MINUTEMAN Boarding Shotgun, Grenades / Pistol, CCW. (0 | 24)
Image MINUTEMAN Missile Launcher, Light Flamethrower / Pistol, CCW. (1.5 | 29)
Image MINUTEMAN (Forward Observer) Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 23)
Image MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
Image DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14)
Image WARDRIVER Hacker (Hacking Device) Boarding Shotgun / Pistol, Knife. (1 | 19)
Image MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
Image GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
Image FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)

GROUP 2Image Image Image4 Image1
Image 112 Light Shotgun / Pistol, CCW. (0 | 12)
Image AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21)
Image MAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22)
Image FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19)

5.5 SWC | 300 Points

Open in Infinity Army

And here is the table:

Image

I won initiative and decided to play first. I was given the deployment zone “south” of the table and started setting up.

On my left flank I set up one of the Morlocks and an Alguacil Forward Observer. With them was also the Tomcat Engineer hiding behind the house.

Image

Behind the barricade in the street next to that was the Taskmaster, with a Zondbot near by, and on a crate behind him the Sin-Eater w/Multi-Sniper.

Image

Closer to the middle of the table was my Interventor, hiding behind a building. On the crate near it I setup my Alguacil w/Missile Launcher and the Reverend Healer behind. The Riot Grrl took place behind the next house over.

Image

On the right flank I placed the other Morlock and Alguacil FO and just ahead of them at the edge of the exclusion zone I deployed my zero.

Image

On my opponent's side the left flank was guarded by a Maverick, a Wardriver hacker and a grunt hiding behind a barricade.

Image

Two camo tokens deployed on the edge of the exclusion zone, one high atop a building and the other on the street level, behind a small baricade.

Image

The Minutemen team deployed on the right, with the shotgun and HMG behind a car while the Missile Launcher and Rifle watched the streets from the building's door. With them was also the 112.

Image

Near the middle of his deployment zone, another Marauder took place prone on top of a house and inside there was a Dozer.

Image

I attempted to deploy my Bandit in my opponent's dead zone but failed the roll and deployed her on my left flank, behind a crate.

Image

He removed two orders from my main pool and the game was on.

The Morlocks charged forward first. Both of them moving up to the exclusion zone. I used their irregular orders to move them up some more, throwing smoke with the one on the left.

Image

I used the Sin-Eater’s regular order to move the Morlock on the right flank some more to cover the marauder’s line of approach on that side.

Image

In my main pool I started by moving the Taskmaster up to take position behind some crates near the middle.

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I also used the Bandit’s irregular order to put her back into camo and moved her up a bit.

Image

I moved the Zero up to some crates on the right.

Image

The Riot Grrl moved to cover the right flank better in case of AD and with my orders coming to an end I used a command token to put the Taskmaster, Zero, Riot Grrl and Reverend Healer on suppressive fire.

Image

My opponent started his turn by canceling the Marauder’s impetuous order to avoid running into the Morlock’s chain rifle range.

Then he activated his Minutemen and used his missile launcher to challenge my Sin-Eater to a showdown. Challenge accepted.

Image

This did not end well for the Sin-Eater

Image

The fireteam then moved up towards the Taskmaster and engaged him in shotgun range. The first exchange saw the hulking heavy take a wound and the second put him down for the count. The fireteam took position to prepare for the next turn.

Image

On the right flank a camo foxtrot moved past my Morlock and shot him in the back.

Image

He then continued on his way to take out the Zero but she gunned him down with suppressive fire. The other foxtrot tried his luck but fared no better.

Image

Image

The Maverick moved out, crossing all the way to my side of the table and managed to take out the zero.

Image

She then moved to take on the Riot Grrl who had to reposition to face the incoming threat. The marauder was no match for the Riot Grrl however and was killed in the following exchange.

Image

He ended his turn by bringing on a Airborne Ranger on my right flank. And that's about the time I ran out of batteries. The rest of this report will only have a few pictures, sorry.

Beginning my second turn with the Minutemen fireteam in a solid position I figured I should score some points while I could. I took out the Airborne Ranger with the Riot Grrl and moved my nearest Alguacil FO to forward observe the unconscious Marauder, scoring my secondary in the process.

Next I used some coordinated orders to move the Alguacil Missile Launcher, Riot Grrl, Reverend Healer and Bandit into better positions. My Alguacil ML move into line of fire of the Minutemen with the shotgun, but out of his range, and fired. The Minutemen managed to dodge and moved out of sight.

My Reverend Healer then moved into sight of both the HMG and Rifle and tried to take out the HMG but failed and died in the process. With no orders left I used my lieutenant order to put the Interventor in suppressive fire, just in case, and ended my turn.

At that point, my opponent’s second group was pretty much decimated, but he was in a good position to score some points. The Minutemen HMG stepped into view and killed the Alguacil MO.

Then, he moved the fireteam to shut me out of the street and used is Minutemen FO to synchronise with two civilians before moving back towards his deployment zone. He ended is movement inside a house.

Image

At the beginning of my third turn, my best option was to try and prevent my opponent from scoring. He had forgotten about my Bandit and with his fireteam looking away I moved her up to the house with the Minutemen FO and his two synchronized civilian.

Her first shot missed and some members of the fireteam repositioned to get her in sight. Ignoring the danger, she moved into base contact with the Minutemen, avoiding damage from his flamer and the bullets from the HMG and killed him with her machete. With my last order I moved her into the street on my opponent’s side and killed the 112 with a shotgun blast.

Bottom half of the last turn, the Marauder rose from the roof and took a shot at the Bandit who answered with her adhesive launcher. However their aim was off and they both missed their shots.

Next, a coordinated assault by the marauder, the dozer, the hacker and the grunt saw the Bandit dodging a hail of bullets and escape unharmed. Another assault followed but she once again dodged and made it inside the nearest house.

At this point, the Minutemen fireteam moved back towards her, taking her out for good. Then my opponent synchronized with one of the civilians and moved into his DZ and that was game.

USAriadna won 6-2 considering they had also secured my HVT.

Aftergame thoughts: To win this game I really needed to take out the Minutemen fireteam and I failed to do it. On the first turn of the game, I could have shot at another Minutemen with my Sin-Eater instead of going for the FtF roll but I didn’t. Since it was 1 dice against 1 at the same BS I took a chance at taking out the Missile Launcher but that is a mistake I have made before. Always take the normal roll. Denying that +3 BS would have been worth the cost of losing the Sin-Eater. It might not have changed the game’s outcome but it would have made things easier.

I may also have advanced too much with my Taskmaster. Or not enough depending on how you see it. I was confident I could hold the Fireteam at bay in suppressive fire with that position and I figured I could take the shotgun at close range. This didn’t work out though and maybe I should have just advanced further and take them on in my first turn.

And that will be it for this list. Starting next game I will be trying something new. I will post my new list sometime this week when I figure out what it is. Before that though, I need to write my thoughts on the units from this list and look back at how they fared.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » December 1st, 2016, 2:00 pm

So, after three games, what did I think of the new troops and profiles I was trying out?

Taskmaster : On paper this is a solid profile and, in light of my recent games, I would be hard pressed to offer an actual opinion on how it performs. I barely used him in my last 3 games and rolled below average when I did. I will have to try him again before I form a final opinion on him. I do feel the HMG profile is a little underwhelming compared to the others but I prefer to have choices over firepower so this is entirely personal.

Sin-Eater w/Multi-Sniper and Alguacil w/Missile Launcher: The Sin-Eater did not disappoint and remains a strong reactive piece. I seem to have more luck with the Sniper rifle than the HMG and I do like having ammo options. Pairing him with a cheap Missile Launcher helps mitigate the lower burst value and makes the area they cover a serious hazard. This combo seemed to work well for the most part, but it is costly in SWC. I would be curious to pair this Sin-Eater with a moderator w/Multi-Sniper to lessen the cost.

Bandit: I was worried about using an Irregular troop, especially had 25 points, but she did not disappoint. Her profile his solid and she has the skills and equipment to be what you need her to be. Her physique gives you a 50/50 chance of infiltrating in your opponent’s half of the table which is slightly better than the average infiltrator and helps compensate for her lack of long range weaponry. Scavenger can help with this as well, though I did not get to use it so far. She is not a very good hacker however and having a hacking device makes her more vulnerable than I would like. I wouldn’t mind trying her with a different profile and will definitely field her again.

Zero w/Deployable repeater: This profile loses the mines in favor of E/Maulers but it proves very effective to deal with HI whether in fireteams or alone. She complements the Interventor well and she is very cheap. The only downside being that she is not a specialist. I like having this profile when I don’t have good ways to get repeaters up the field.

I don’t really have much to say about the rest of the list, either because I already wrote my thoughts previously or because I did not use them much so that will be all for now.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » December 9th, 2016, 12:32 am

Alright, next game is this weekend and below is the list I plan to use. I decided to try spamming some pricey camo for fun.

Image The Third experiment
──────────────────────────────────────────────────

Image10
Image TASKMASTER HMG / Heavy Pistol, DA CCW. (2 | 49)
Image SPEKTR MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 39)
Image SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
Image BRAN DO CASTRO (Specialist Operative) Combi Rifle+ E/Mitter / Pistol, DA CCW. (0 | 37)
Image PROWLER (Specialist Operative) Combi Rifle + Light Flamethrower, Adhesive Launcher / Pistol, CCW. (0.5 | 33)
Image PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
Image DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
Image ZONDBOT Electric Pulse. (0 | 3)
Image CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
Image ZONDBOT Electric Pulse. (0 | 3)
Image GRENZER Lieutenant Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 25)
Image MODERATOR Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (0 | 11)

6 SWC | 300 Points

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I am not really that confident about this list but here's how I plan to go about the game.

The Prowlers and the Spektr FO will infiltrate up to the middle, if possible, grabbing and securing objectives early. The Spektr w/Multi-Sniper will deploy in a good sniping position to take out threats during the game.

Brando will deploy to secure objectives or hunt down enemy troops depending on the scenario and table setup.

The Taskmaster will move into position and get into suppresive fire or take out threats at range.

The rest of the list will act as cheerleader, defensive unit and extra specialists just in case.

I foresee a lot of pain for me from MSV units, but that can't be helped. Also this list only has 10 orders so it will require me to be very efficient. I could have taken some Zeros instead of Spektrs but I haven't used my Spektrs in a while and really wanted to play them.

I guess I'll just see how this goes. I'd love to have other people's thoughts on this list so please, leave a comment if you have any.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » December 14th, 2016, 4:00 am

Another week, another game. I was playing against Imperial Services and the scenario was Decapitation. First, here is a look at my opponent’s army.

Image Wu Ming Core TEAM
──────────────────────────────────────────────────

GROUP 1Image Image Image9 Image1
Image ZHÀNYING Hacker (Hacking Device) Breaker Combi Rifle, D-Charges / Pistol, Electric Pulse. (0.5 | 32)
Image WÚ MÍNG (Fireteam: Duo) Chain Rifle, Submachine Gun / Pistol, Knife. (0 | 25)
Image WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, Knife. (2 | 33)
Image WÚ MÍNG HMG / Pistol, Knife. (2 | 39)
Image WÚ MÍNG Boarding Shotgun + 1 TinBot B (Deflector L2) / Pistol, Knife. (0.5 | 33)
Image SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife. (0 | 31)
Image YUDBOT Electric Pulse. (0 | 3)
Image GARUDA Tacbot Boarding Shotgun / Electric Pulse. (0 | 21)
Image DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15)
Image SFORZA Viral Rifle + Adhesive Launcher, Nanopulser / Pistol, Electric Pulse. (0 | 25)
Image NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29)

GROUP 2Image Image Image1
Image CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)

5 SWC | 299 Points

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Image

And here is the battlefield. We finally got our hands on a District 5 gaming mat and I was quite happy with how it looked. Now if only I got around to painting the terrain :?

Image

I won the initiative roll and decided to choose deployment order. I proceeded to have my opponent deploy on the side with the platform, keeping the higher ground for myself.

He deployed his Wu Ming link in a clutter behind the L shaped house nearest the platform.

Image

Lucien Sforza, posing has a Kanren, deployed between the two L shaped houses near the middle.

Image

The celestial guard, Dakini tacbot and Sophotect, here being proxied, hid behind the house safely tucked between the fireteam and Sforza. Finaly, he deployed his Ninja on top of the large building in the middle.

Image

I actually forgot to take pictures of my own deployment, but here it is anyway.

I deployed the Grenzer on the right, behind some crates, and put the moderator near him watching the other approach. The Taskmaster took position behind a car near the middle, with the Daktari’s zondbot nearby.

The Daktary hid behind a house on his left, and the Engineer watched the left flank from behind a barricade.

The prowler with Spitfire infiltrated behind some boxes on the left flank while the other one took place on the right side to go after the enemy lieutenant.

Brando deployed a little further behind the box shop near the platform. The Spektr sniper took position on top of the noodle restaurant, watching the street and the Wu Ming fireteam, while the other one hid behind the large building in the middle.

I used a command token to remove 2 of his orders and the game was on.

I.S.S. turn 1

Sforza went first, turning the corner and heading towards the middle of the table along the wall, narrowly avoiding being hit by the Spektr w/Multi-Sniper. Now that the threat was revealed, the Wu Ming sprang into action, showering the sniper with HMG shots until there was little left of him but a bullet ridden corpse.

Image

Image

Keeping the momentum, the Wu Ming moved out, taking out the Clockmaker along the way and settling into cover near Brando’s hiding place.

Image

Image

Unwilling to get too close, they radioed the hidden ninja who revealed herself and tried to spot the monkey man from a safe distance. She failed to notice anything unusual so the Wu Ming would have to rely on their own eyes.

Image

Of course 5 pair of eyes are better than one and it did not take long to find the infiltrator and force him into cover with a spray of bullets from the teams submachine gun.

Image

The lieutenant, rightfully fearing for his safety, set himself down in suppressive fire. The turn ended with the Garuda dropping down from the skies near the Clockmaker’s corpse.

Nomads Turn 1

Rushing out of cover to take on the Wu Ming, the Taskmaster opened up with his HMG. He was met by two shots from the rocket launcher and submachine gun. Sadly his armor failed him and he burned alive inside of it.

Image

With the Wu Ming’s attention occupied on killing the Taskmaster, the Prowler w/Combi moved towards the enemy lieutenant. He was spotted on the way by the Dakini but took out the threat before adjusting his camo and moving forward again.

Image

He’d made it halfway across the street when one of the Wu Ming saw him and sounded the alarm. While he had made it out of sight of the heavy infantry, Sforza was still nearby and took a shot with his breaker combi. The bullets bounced of the Prowler’s light armor and he opened on the bounty hunter with his flamethrower, burning him down.

He moved on, reaching the windows of the building where the enemy lieutenant was hiding and firing his flamer inside while the Ninja shot arrows from the roof. The lieutenant burned just as easily as Sforza while the ninja’s arrows encased themselves into the wall next to him.

Image

I.S.S. Turn 2

With the Celestial Guard dead, the Zhanying assumed command. Ready to avenge the death of their comrades, they rushed forward towards the Grenzer’s location. On the way, they casually killed Brando and the Prowler, although the last one managed to shower them in fire and deal some damage to the Wu Ming on point.

Image

Image

They made the rest of the way unopposed but slowed their advance before facing the Nomad's lieutenant. The Zhanying, noticing another threat, used his hacking device to mark the potential target before signaling the advance again. Then, the Wu Ming on point turned the corner and came face to face with the Grenzer. Both soldiers exchanged shots, neither managing to take the other down.

Image

Nomads Turn 2

Knowing it was only a matter of time before his position was overtaken, the Grenzer signaled the remaining Prowler to rush the enemy lieutenant. Moving as fast as possible, the Prowler crossed the battlefield, just making it in sight of the Zhanying and taking him down with a burst from his spitfire.

Image

And the game ended there. My opponent could not kill enough lieutenants in the remaining turn to matter and I could not hope to catch up to him in total points killed. He had also managed to secure the HVT and achieved his other classified while I had neither of mine. Final score was 7-3 for I.S.S.

After game thoughts: Only after I got back home did I realize I had forgotten about my second Spektr and left him in hidden deployment all game. While it would not have mattered much, it would have opened my options a bit in the last turn.

This list was not designed for this kind of mission, but I feel it did well overall. Losing my Taskmaster on the first shot was disappointing, but luck was not on my side and I just failed all my armor rolls. Hopefully, he will do better next time.
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Re: Al's mad experiments: A Nomads logbook

by Claudius Sol » January 4th, 2017, 4:33 am

MC Studio terrain! Always looks good.

Shame that they're no longer doing business, though.
Interested in painting?
Want to share and learn?
You should check out the Data-Sphere Painting Campaign!
See the Miniatures sub-forum for more information!
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » January 14th, 2017, 12:55 am

Alright, back from the holidays and it is time to start playing again. This time we were playing seize the antennas I.T.S. scenario and my opponent was playing Vanilla Yu Jing.

Here is a look at the table we were playing on.

Image

The Yu Jing player won initiative, thanks Sun Tze, and chose to play first, leaving me with my choice of deployment. I elected to deploy on the “south” side of the board and let him deploy first.

Deployment

I do not have my opponent’s list so I apologize if I name the units incorrectly.

My opponent deployed a celestial guard on the right side of the table, behind the large roadblock.

Image

Going left from there another celestial guard took position behind the green car with the Tokusetsu Eisei next to him.

Image

Nearest the antenna, just behind the box house was the Shaolin Monk and another Celestial Guard. On the roof, Sun Tze stood watch accompanied by a lone YaoZao.

Image

Image

Finally, the Yan Huo stood defiantly in front of the houses, ready to advance on the Empire’s enemies.

Image

For my part, I put a moderator to watch the left flank.

Image

Both the Clockmaker and the Daktari took position between the L shaped houses while a Prowler stood prone on the roof, near the antenna.

Image

Image

Brando deployed on the middle line, near the central antenna, with the other Prowler taking position in the street leading up to the same antenna.

Image

Image

The Grenzer installed himself behind a crate to direct the troops in safety and the Taskmaster took watch on the right flank.

Image

Image

Turn 1 – Yu Jing

The Imperial soldiers started their push aggressively. The Shaolin monk, eager to get into the thick of it, rushed down the street towards the enemy. The first strike however, was initiated by the sneaky Shinobu Kitsune who had managed to get very close to the Nomads line. Covering her approach with smoke, she rushed the Taskmaster watching the right flank. His training taking over, the hulking piece of armor saw the slender figure move out of the shadows just in time and administered a powerful blow. The poor ninja fell to the ground only to be crushed a moment later under the weight of a cold metal boot.

Image

Unaware that their first strike had failed, Yu Jing troops had already started moving, coordinating themselves to box the enemy in and secure the first antenna of the relay for the State. Another surprise was waiting for them however and a sniper, previously hidden from sight with his thermo-optic camouflage, managed to damage the heavy armor of the Yan Huo while he was distracted coordinating the advance.

Sun Tze started providing covering fire against the new threat but even his high tech gear failed to pierce the spektr’s camouflage and he had to quickly be evacuated from the battlefield. Training took over and the Yan Huo showered the sniper’s position with hypersonic moving metal shards, shredding the spektr to pieces.

With their commander indisposed, the Imperial servants hunkered down, ready to lay down suppressive fire at the first sign of trouble from the Nomad enemy.

Image

Turn 1 – Nomads

With the enemy leaderless and holding position, the Nomads started moving to secure the antenna relay before the Imperials could recover. The prowler specialist crawled to the nearest antenna, securing it before moving to the edge of the roof to watch the middle antenna for approaching enemies.

At the same time, another camouflaged infiltrator moved towards a pair of Celestial guard. Brando was discovered on the way but still managed to take down the enemy’s doctor before being shot in the back by an arrow from a hidden ninja. The same ninja was quickly put down by fire from the Taskmaster’s HMG coming down the street.

Another spektr moved stealthily near the Yan Huo, planting a mine to hinder his movements.

Image

Turn 2 – Yu Jing

The Shaolin rushed the Spektr nearest the Yan Huo, dodging the mine and covering the area in smoke. Still leaderless, two celestial guards carefully approached the antenna in the middle, making sure to stay out of sight. The Yan Huo advanced a little closer to the enemy line and watched the area for further movement.

Image

Turn 2 – Nomads

The Spektr nearest the Yan Huo moved to intercept the Shaolin and both went down in the following shootout.

The Prowler with the spitfire approached the center and killed the celestial guard who was getting to close before settling into overwatch to secure the area. The Taskmaster exchanged a few shots with the Yan Huo but neither managed to finish off the other.

The specialist prowler climbed down from the building he was on and started approaching the second antenna.

Turn 3 – Yu Jing

With victory slipping out of their grasp, the Imperial servants called in reinforcements in the form of a tiger soldier. He missed his intended landing spot however but scattered in a safe location. He proceeded to take out the Prowler approaching the central antenna and set up to cover it so enemy troops would not reach it easily.

Image

Turn 3 – Nomads

Victory was close and the Grenzer moved out of hiding to take out the Tiger soldier watching the objective, eliminating one of the threats. There was no time to waste time trying to take out the Yan Huo, so the Clockmaker made a dash for the antenna. Under heavy fire from the enemy, he could not manage to activate the relay and was shot down.

After game thoughts

So I won this game with a final score of 4-3. The classifieds won me the day. Aside from that I rolled really well and my opponent really poorly so the game ended up a little one sided. I got lucky Shinobu went down this easily and unlucky I failed all my WIP rolls to take that last antenna and secure a bigger win.

I have had a hard time figuring out what to do with Brando and feel he has underperformed in my last two games. I will try using him less agressively next game and put him in a spot where he can run interference instead.

And I guess that's it for now.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » January 21st, 2017, 12:01 am

This was the last game I played with my list of infiltrators, this time playing against vanilla Ariadna. I always struggle against Ariadna and this time was no different. We were playing the Capture and protect I.T.S. Scenario.

First, here is my opponent’s list.

Image Ariadna
──────────────────────────────────────────────────

GROUP 1Image Image Image10
Image COLONEL VORONIN Lieutenant Rifle / Assault Pistol, AP CC Weapon. (0 | 21)
Image 112 Light Shotgun / Pistol, CCW. (0 | 12)
Image SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38)
Image ISOBEL McGREGOR T2 Rifle, Flash Pulse, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 26)
Image MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
Image TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34)
Image SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30)
Image DOZER Rifle, Akrylat-Kanone / Pistol, Knife. (0 | 14)
Image VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
Image FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)

GROUP 2Image Image Image2 Image1
Image FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19)
Image MAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22)

5.5 SWC | 298 Points

Open in Infinity Army

And second, here is a look at the table. This table contains more tall buildings than I usually like to include, but these are the terrain pieces I felt like playing with.

Image

I won initiative and opted to deploy second, taking the deployment edge on the “south” side of the picture. My opponent took first turn.

On the left side of the table, he deployed the Maverick, the 112, Isobel and a camo token. Another camo token infiltrated closer to the antenna.

Image

Inside the tower, he infiltrated two more camo tokens.

Near the center the dozer took position behind a barricade and another camo token watched from the rooftop alongside the Marauder.

Image

On the right, colonel Voronin hid himself behind the bus stop. And finally one last camo token infiltrated on the platform’s stairs on the right side of the table.

Image

Image

On the Nomads side I had one Moderator watching the left flank.

Image

The Clockmaker and Grenzer hid behind the restaurant, near the crate. The Daktari took position behind the small house on the right and the Taskmaster watched the right side.

Image

Image

I deployed one camo token on the platform, another near the antenna on the left and another near the center, just past the middle line.

Image

Image

Ariadna – Turn 1

The impetuous Maverick started the turn, rushing towards the nearest antenna and right past it, discovering the nearby prowler on her way. She got hit by his flamethrower and died a fiery death.

Image

The camo token on the platform moved into contact with the antenna and dropped a mine, revealing to be a Foxtrot. He also got hit by the spitfire from the nearby Prowler and died riddled with bullets.

Image

This was the cue for the scout in the tower to reveal himself and take out that same Prowler with a well-placed shot from his Ojotnik.

Image

Seizing the opportunity, a Spektr sniper revealed himself and took a shot at the Ariadna sniper but failed to hit.

Image

The scout went on to take out the other prowler at the tower’s base.

The Tankhunter, who had also taken position in the tower, revealed himself and took out the Spektr.

The Spetsnaz revealed himself and moved up the building towards the middle and Van Zant walked on the table from behind the Moderator before taking him out and going into suppressive fire.

Nomads – Turn 1

With little room to move, I decided to go for the enemy’s box. I moved Brando along the wall of the center building and right up to the box before being discovered by the 112. A short gunfight later and he was down and Brando was moving back towards the center with the box in hand.

Image

On his way back, the Tankhunter tried to take him out but was wounded instead.

Image

Sadly I had misjudged lines of fire and could not move as much as I intended so I put him into suppressive fire and hoped for the best.

Ariadna – Turn 2

The Spetsnaz moved up towards the buildings edge, determined not to let the monkey escape, and signaled the other units to coordinate their fire on his target.

Another Spektr took the opportunity to revealed himself and take a shot at the scout, which failed to connect, and Brando went down in a blaze of glory.

Van Zant started moving again, first taking out the Clockmaker and then the Grenzer before taking the box and moving back into cover.

Image

And the game ended there with the Nomad forces in retreat.

After game thoughts

I chose my deployment poorly. I should have denied my opponent the opportunity to infiltrate inside the tower, which would have saved me some headaches.

Maybe I could have used the Taskmaster to try and take out the Scout and Tankhunter, which would have given me some breathing room, but I chose to go for the objective instead and this didn’t pan out.

Losing both Prowlers on the first turn also hurt my ability to move around since the rest of my troops could not get out of my DZ without the Scout spotting them, although that was not due to any mistakes on my part.

Finally, I messed up my deployment and forgot Van Zant could deploy from any side of the table. This gave my opponent the opportunity put a dangerous unit in my backyard and take out what was left of my force.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » January 21st, 2017, 12:06 am

That’s all for the third experimental list and it is time for a change again but first I’ll go over the units and my thoughts on them.

Taskmaster: I cannot say I am fond of the HMG profile on this unit. I feel the Red fury or Heavy Rocket may be more useful. Plus I like having Crazy Koalas. On that note I made little use of him and have not had the best of luck when I did. It is a solid choice but if all I want is a HI with an HMG I think the Mobile brigada are a better bang for my buck.

Spektr: I like the Spektrs but the Sniper profile costs too much for what I get out of it. Being able to infiltrate with a Sniper as rarely been relevant in my experience and Nomads have better sniper units. I don’t think I will try this profile again.

Prowlers: I really like these guys. They are versatile, can get where they are needed and pack some good guns. They aren’t cheap though so they would not be my first choice if all I need is a specialist infiltrator.

Bran Do Castro: I don’t know what to do with this guy. If he had smokes I could use him to wreak havoc behind enemy lines, but as he is he gets discovered easily. With mediocre BS and a small choice of guns, I feel I pay too much for what I get out of him. I don’t expect I’ll play him again soon.

Grenzer lieutenant: My only MSV in this list and he was my lieutenant so I could not risk him carelessly which means he saw little action. You can do worst for a lieutenant though. He is solid in both ARM and BTS, possesses good BS and MSV 1. Plus he is fairly cheap. I might take him again, but I will make sure to have another unit with MSV to take out camo with.

Next up I think I'll try out the Intruder, since I finally got the model, and throw in some chimeras for fun. I also want to play with my Iguana again so I'll see what I can come up with.
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Re: Al's mad experiments: A Nomads logbook

by Errhile » January 21st, 2017, 7:58 am

Please note - as it caught my eye - that Infiltrators that failed their Infiltration roll do not Scatter like the AD troops do (not anymore, but it was how it worked back in 2ed), just show up on the edge of own deployment zone
They say there will be Heaven and the Fount of Kausar,
That there, there will be pure wine and honey and sugar
Fill up the wine cup and place it in my hand
(For) ready cash is better than a thousand credits.


- Rubayyat of Omar Khayyam, but it is a shoddy translation :(
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » January 25th, 2017, 2:06 am

Please note - as it caught my eye - that Infiltrators that failed their Infiltration roll do not Scatter like the AD troops do (not anymore, but it was how it worked back in 2ed), just show up on the edge of own deployment zone


Thanks for the reminder. It is not always easy to keep all the rules straight in this game.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » February 5th, 2017, 2:12 am

Alright! Here is the list I plan on using for my next few games. I already played one and will post the battle report tomorrow but for now, let us have a look at then units.

Image The Fourth Experiment
──────────────────────────────────────────────────

GROUP 1Image Image Image10
Image ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
Image ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
Image IGUANA HMG, Heavy Flamethrower / . (2 | 71)
Image Image IGUANA OPERATOR HMG / Pistol, Knife. (0)
Image INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
Image TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges + 1 Zondcat / Pistol, Knife. (0 | 26)
Image Image ZONDCAT Electric Pulse. (4)
Image DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
Image ZONDBOT Electric Pulse. (0 | 3)
Image LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
Image ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
Image INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
Image ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)

GROUP 2Image Image Image3 Image3
Image MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
Image MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
Image BAKUNIN ÜBERFALLKOMMANDO . (0 | 23)
Image Image CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 20)
Image Image x3 PUPNIK DA CCW. (0 | 3)

4 SWC | 299 Points

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My plan is fairly straightforward. I would like to use the morlocks for smoke in combination with the Intruder and the Uberfallkommando to offset enemy visors if possible. The Iguana will provide the main assault force and the Interventor will be there to support it and the Lunokhod.

The zeros will be used to grab objectives early and slow down the enemy with mines. The rest is there for support. I am a bit worried about the lack of heavy weapons. Two HMGs is nice but if those fail I don't have a backup to fall back on.

Anyway we will see how it goes over the next few games.
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UCanCallMeAl
 
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » February 5th, 2017, 3:47 pm

Yesterday was the first game I played with the fourth list from this thread and it was my first game against my friend’s newly acquired Tohaa.

We played the Nimbus Zone I.T.S. Scenario. You can find my own list in the post above, and here is my friend’s list.

Image Nimbus zone
──────────────────────────────────────────────────

GROUP 1Image Image Image10 Image4
Image NEEMA Lieutenant (Advanced Command) Spitfire, Nanopulser / Viral Pistol, Shock CCW. (1.5 | 48)
Image MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
Image KAMAEL Paramedic (Medikit) Combi Rifle / Pistol, Knife. (0 | 14)
Image GAO-RAEL Sniper Rifle / Pistol, CCW. (1 | 31)
Image SAKIEL Combi Rifle, Light Rocket Launcher / Pistol, Knife. (1 | 23)
Image ECTROS HMG, Nanopulser / Pistol, Shock CC Weapon. (2 | 45)
Image MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
Image MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, DA CCW. (0 | 13)
Image MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
Image KUMOTAIL Combi Rifle, D-Charges / Pistol, Knife. (0 | 22)
Image CHAKSA SERVANT Electric Pulse. (0 | 3)
Image CHAKSA SERVANT Electric Pulse. (0 | 3)

GROUP 2Image Image Image3
Image CLIPSOS (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 25)
Image KAELTAR (Chain of Command) Light Shotgun, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 21)
Image KAMAEL (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 13)

6 SWC | 300 Points

Open in Infinity Army

This was his second game with the Tohaa, the first we played a week ago against my Onyx Contact Force. Here is a look at our table for this game.

Image

I won initiative and opted to go first. He chose to take the deployment zone on the “south” side of the picture and had me deploy first.

Deployment
I deployed one of the Alguaciles and the Lunokhod near the two grey cars on the right, hoping to get the Lunokhod to move forward and covert the antennas and the console on that side of the table.

Image

One of the Zeros infiltrated on the border of the exclusion zone and went prone on the roof to grab the antenna early. I opted to deploy my Tomcat behind a car near the middle of my zone, figuring I would not need him in AD with the exclusion zone limiting my deployment choices.

I placed the Uberfallkommando a little further behind him, tucked between two buildings. On top of the highest of those I deployed the Intruder along with the Daktari’s zondbot.

An Alguacil watched the rear and my Interventor tucked away behind the building and some stairs. Just a little further away a Morlock set up in the middle of the street.

Image

Finally, the Iguana set up to cover the enemy’s high ground position and the objectives on that side of the table, along with a Morlock and the Tomcat’s Zondcat. The second Zero was kept in reserve and eventually deployed behind a car, near the antenna.

Image

On the Tohaa’s side, a triad formed of an Ectros w/HMG, a Gao-Rael w/Sniper rifle and a Sakiel w/Light Rocket launcher took the high ground, staring down my Iguana. Just below, safely in cover, patiently waited a Chaksa servant.

Image

Nearby, behind the large reservoir, a triad of Makaul waited in cover with the Kumotail.

Image

Just behind the Bus stop stood Neema in a triad with the last Makaul and a Kamael paramedic. Behind the car was the Kaeltar accompanied by the last Chaksa servant. Next to Neema’s triad, a Kamael FO stood to attention.

Image

I would later find out the Clipsos had infiltrated at the edge of the exclusion zone, on top of a two-story building.
With deployment over it was time to start and I got to do the honors.


Nomads Turn 1
My turn started with Impetuous orders as the two Morlocks and the Uberfallkommando rushed forward and into sight of the heavy weapons triad. The Morlock near the Iguana advanced and managed to survive the bullets coming his way thanks to the Nimbus zone making it extra difficult to hit, but his smoke grenade was shot out of the air by a stray bullet and went off somewhere. The other Morlock had chosen to deploy more cautiously and did not come under fire, but the interference from the antennas denied him smoke cover as well.

The Uberfallkommando, eager to get to grips with the enemy, deployed to far ahead and found themselves under heavy fire. Two of them fell to a rocket round and the Chimera went down to a sniper bullet.

The Morlock still in the open tried to make it to cover but was shot down while the other one covered the nearest antenna in smoke and moved back down the main street.

The Nomads camouflage team moved ahead, the two zeros making it safely to their assigned antennas despite one of them being discovered by the Gao-Rael, and the Intruder edge forward to try and take out the enemy’s heavy weapons.

Image

The Intruder gained some ground and opened up on the heavy weapon triad, hoping to take out the sniper. He ate a bullet for his trouble and went down, beyond the help of any medic.

At this point the Iguana stepped in, opening up on the exposed triad. The following exchanges took down the Gao-Rael and killed the Sakiel, with only minor damage to the TAG.

Image

The Lunokhod managed to cross the street and get into position near the objectives, avoiding the shots from the Ectros, but could not get far enough before the Tohaa started their counter-attack.

Image


Tohaa Turn 1
First on the agenda, the Clipsos revealed himself and shot the Tomcat in the back before repositioning a little further on the passageway overlooking main street.

The Chaksa servant near the Gao-Rael moved into sight, healing the fallen sniper before being shot down by the Iguana.

Image

The Makaul triad started moving forward and assaulted the Zero under smoke cover. The Zero had just the time to react and dropped a mine before falling to the alien’s blade.

Image

Hungry for more carnage, blinded by bloodlust, the Makaul charged the Iguana at full speed. The mine took one of them down, and the Iguana opened up with his flame-thrower, killing the other two.

Neema and her triad started moving up, taking fire from the Iguana and the Lunokhod but taking out the later without suffering any damage.

Image

The Ectros went into suppressive fire and it was time for the Nomads to begin another push.


Nomads Turn 2
The Zero on the rooftop secured his antenna and moved down to set up a mine behind the console in the hopes of slowing down Neema and her cohort.

The Iguana opened up again on the Ectros, hoping to clear the main street of overwatch and give the rest of the force a little room, but luck was on the enemy’s side and the Ectro’s bullet found just to right place to hit (my friend was in suppressive fire in the Nimbus zone, rolling two dice and needing fours to hit, and rolled two of them). The pilot survived and was safely ejected near the Interventor, but the Iguana was down and that flank open to enemy advance.

Image


Tohaa Turn 2
With the way clear, the Kotail moved up unopposed, seizing the two antennas and downloading a datapack before settling in near the console. At the same time, she maneuvered one of her Chaksa servant to detonate the mine the zero had placed to slow down Neema. Neema was caught in the blast but only suffered minor injuries to her symbiont armor.

Image

The Clipsos continued to head towards the Nomads deployment zone from the rooftops, exchanging fire with the Iguana pilot but neither managing to kill the other. Neema’s triad moved up, the Makaul engaging the Zero and killing her, but not before she could put down her last two mines. The Makaul died but Neema’s symbio-mate took the brunt of the hit and she escaped unscathed.


Nomads Turn 3
At that point I no longer had enough orders to get to the consoles. The Tohaa had already activated more antennas and were securing my HVT. I used most of my orders to Spotlight the Clipsos and the called the game.


Aftergame thoughts

In retrospect, I should have spent the orders to activate the antennas with my Zeros on the first turn. This way it would have been impossible for my opponent to get the points for activating more antennas and he would have needed to go after the consoles.
I should also have deployed my Morlocks and especially the Uberfallkommando further away in my deployment zone. They move fast, and go caught in a bad place, denying me the very useful Eclipse grenade.

Other things I should have thought about was using White Noise with my Interventor to deny some shots from the Gao-Rael and deploy my Tomcat with Airborne infiltration. I was not planning on using him to hunt down enemy units and the exclusion zone made it less useful, but after deployment was over I noticed I would have had a straight run at the heavy weapon’s triad with his light flamethrower, which could have changed the game drastically. Of course, since I deployed first I could not have known that and it might not have changed the game anyway.

And so this game ends 10-1 for the Tohaa. The game was tense and it was fun even though it did not go the way I wanted. I should be playing again this evening, this time against Haqqislam so hopefully I can do better this time.
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Re: Al's mad experiments: A Nomads logbook

by UCanCallMeAl » February 13th, 2017, 1:44 am

I played my latest game against a Qapu Khalqi player. We played the Supplies I.T.S. scenario. I had not played this opponent since November and he had not played at all since then so it was fun to get him back into the game a bit. We had some tense moments and I believe he had as much fun as I did.

I believe this is the list he played, but I could be mistaken since I wrote this from memory.

Image Qapu Khalqi
──────────────────────────────────────────────────

GROUP 1Image Image Image10
Image LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20)
Image JANISSARY Akbar Doctor (MediKit) AP Rifle + Light Shotgun / Pistol, CCW. (0 | 41)
Image JANISSARY Boarding Shotgun / Pistol, CCW. (0 | 31)
Image JANISSARY HMG / Pistol, CCW. (2 | 40)
Image JANISSARY AP Rifle + Light Shotgun + 1 TinBot A (Deflector L1) / Pistol, CCW. (0.5 | 37)
Image HAFZA Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
Image HAFZA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
Image DJANBAZAN HMG / Pistol, Knife. (1.5 | 35)
Image DJANBAZAN Sniper Rifle / Pistol, Knife. (0.5 | 31)
Image SHIHAB REMOTE HMG / Electric Pulse. (1 | 25)

GROUP 2Image Image Image1 Image1
Image YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8)

5.5 SWC | 300 Points

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And here is the table we set up.

Image

Deployment
I won initiative and picked my deployment zone, taking the side with the cross shaped building (south on the first picture), and made him deploy first. He decided to take first turn and started setting up.

Leila set up behind a tall barricade on the left side, next to a two story building on top of which sat the Djanbazan sniper and the Shihab remote. Inside the building, on the second floor, hid one of the Hafza who had taken the guise of a Najjarun Engineer.

Image

The Janissaries huddled behind a small building, closer to the middle of the deployment zone. The Djanbazan HMG laid low on top of the house.

Image

On the Nomads side, I deployed one of the Alguaciles and the Uberfallkommando on the left of my deployment zone.

Image

The Daktari hid behind a barricade next to a camo token (the intruder), and a Morlock stood behind some crates nearby.

The Lunokhod took position behind a house and to his right the other Morlock stood ready to advance near the Daktari’s zondbot.

Image

Just behind that Morlock, the Iguana watched the street that led to the Janissaries and the Djanbazan HMG while the other
Alguaciles kept watch behind him. The Interventor deployed inside the cross shaped building.

Image

Finally, one Zero infiltrated near the tech coffin on the right and the other on the left.


Qapu Khalqi Turn 1
My opponent started is turn by dropping a Yuan Yuan at the edge of my deployment zone, right next to the building with my Interventor. I was seriously worried he would enter the house and put me in loss of lieutenant on the first turn, but instead he opted to move towards my camo token and throw smoke in front of my Morlock and Iguana.

Image

His Djanbazan HMG proceeded to get up and shoot the Morlock, killing him on the spot, before targeting the Iguana and forcing him into total cover behind the building.

Image

The Janissaries then moved to the left, peeking around the corner at one of my camo tokens. I opted to remain hidden, so they discovered me and I had to put my Zero FO on the table. The next order was spent shooting at him, and knowing he had little chance to win this fight I opted to place a mine in front of me in the hopes of slowing down his approach on the objectives.

Image

The Janissaries repositioned to cover the road leading to them and the nearest supply box and the the Djanbazan HMG and Leila went into suppressive fire.

Image


Nomads Turn 1
Having lost a Zero in my first combat group, I used the opportunity to move the Uberfallkommando in to replace him. I was hoping to get them closer to the Janissaries fireteam and neutralize them in close combat or at least slow them down a little.

Starting with my Impetuous, I moved the Morlock near the Intruder and covered the area in front of him in smoke, taking a wound from the Shihab at the same time. The Uberfallkommando moved unopposed and headed towards the Janissaries. I decided to use my irregular order with the Morlock to try my hand at regenerating him (I had rolled regeneration on the metachemistry table for this guy) and succeeded.

Image

Next order of business, I had my Tomcat arrive on the table edge behind the Yuan Yuan and used another order to get into cover and kill him. At the same time, the Zondcat moved towards the Iguana in the hopes of repairing him later.

The Intruder came out of hiding, using the smoke to shoot the Djanbazan without dealing with the Shihab at the same time. The enemy sniper went down and he moved to the remote who proceeded to take him out with a lucky shot (the bastard crit me on a 2 dammit :( ).

The Daktari tried to save the Intruder, but it was too late for him.

The Iguana exchanged some shots with the Djanbazan HMG, forcing him to go prone and opening the way for the Uberfallkommando. They covered the way in smoke and moved closer to the Janissaries, taking care to stay in full cover until they could pounce.

Image

The Lunokhod moved towards the middle to cover the objectives with his crazy koalas and that was the turn.

Image


Qapu Khalqi Turn 2
Leila started moving, first using Cybermask and the moving all the way to the center objective. She entered my Lunokhod’s repeater range and used it to take out my Interventor taking a Crazy Koala to the face without flinching.

She then activated the tech-coffin, grabbed the box and moved back into her deployment zone.


Nomads Turn 2
Now in loss of lieutenant thanks to Leila, I used a command token to make a regular order from one of my Alguaciles.

The Uberfallkommando moved closer to the Janissaries, avoiding the shots from the Shihab but failing to cover the area in smoke.
The Morlock moved ahead and got shot by the Shihab again but only fell unconscious and managed to regenerate again.

The Daktari moved her Zondbot to heal the Interventor and the Iguana moved to the other side of the building and took out the Shihab.

The Tomcat moved in base to base with the nearest tech-coffin and the last Zero moved forward down the street towards the enemy HVT.

Image

The Uberfallkommando attempted to cover the area in smoke before moving in on the Janissaries, but Leila sniped the Chimera with her marksman rifle and that was the end of that.

Image

The Lunokhod again closed the turn by moving into cover near Leila and the Djanbazan HMG.

Image


Qapu Khalqi Turn 3
Not wasting any time, Leila moved further back to hide inside a building. The Djanbazan HMG took down the Lunokhod while the other Djanbazan regenerated and tried to take out the Tomcat. He failed and was killed by return fire from the Zero.

Image

Image

The Janissaries moved out to approach the nearest tech-coffin and took defensive positions.


Nomads Turn 3
I finished the game in a good position. While I could no longer reach Leila, I had at least one tech-coffin I could secure with my Tomcat. I proceeded to do so unopposed.

With the rest of my orders, I used the remaining Morlock to cover the approach to the last tech-coffin in smoke before moving my Daktari in base contact. I had just enough orders to open it and grab the box before the game finished with a win for the Nomads.


Aftergame thoughts

I feel I got really lucky this game. Not that my dice were hot, but my opponent forgot his Janissaries had 2 wounds and was afraid of approaching the mine. If he had started moving them around, I am not sure I would have been able to deal with them.
I also made some dumb mistakes like deploying my Interventor where I could not cover him from AD models and getting hacked threw my own repeater, but aside from those things went pretty well.
Hopefully I can win another one with this list in my next game.
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