I recently went to the infinity Summer Challenge with my Nomad Corregidor force.

It was a fantastic day where I played against some really friendly players, each one giving me a fun and tactical game. The three missions I played were Quadrant Control, Supplies and Seize the Antennae. A photo of my army and both army lists that I used are below.

 

Corregidor Tournament Force

Corregidor Tournament Force

List 1 (300pts)

Intruder HMG (44|1.5)

Intruder HMG (44|1.5)

Lupe Balboa (23|0)

Wildcat Lieutenant (19|0)

Wildcat LFT (19|0)

Wildcat LFT (19|0)

Moran Observer (24|0.5)

Moran Observer (24|0.5)

Lunokhod (29|0)

Gecko Mk12 (55|1.5)

My 1st list was designed to be more of a “kill list”, to be used in the Quadrant Control mission. As Quadrant Control does not rely on specialist reaching objectives I could afford be a little light on specialist.

List2 (300pts)

Intruder HMG (44|1.5)

Hellcat HMG (29|1.5)

Moran Observer (24|0.5)

Moran Observer (24|0.5)

Clockmaker Engineer (18|0)

Wildcat Hacker (31|0.5)

Wildcat Lieutenant (19|0)

Wildcat LFT (19|0)

Gecko Mk12 (55|1.5)

Hellcat Paramedic (28|0)

Zondbot (3|0)

Zondbot (3|0)

 

My second list was designed for the Size the Antenna and Supplies mission. Both of these missions require specialist to reach objectives. As such my 2nd list includes more specialist. It also includes a AD3 specialist, the Hellcat paramedic, which I hoped could be used as a wildcard to reach objectives when least expected.
ShasvastiiSymbol_zpsb35c8e30

Game 1

My first game was against Shasvastii, a sectorial of the Combined Army, playing the quadrant control mission. My opponent decided to choice deployment and took the better table side and deployed second. This left me with a tricky decision as going second in quadrant control is very beneficial (you know where your opponent models, which means you know where to put your own), but after I deployed first going second seemed like a double whammy of disadvantages. With this in mind I opted to go first.

My first turn saw each Intruder happily take down a Q-Drone, whilst the rest of my army advanced into position with the aim of claiming the two nearest quadrants to me. The Shasvastii retaliated in their first turn by using an Ikadron to take the hits from the crazy Kolas which were protecting the midfield of the table. As soon as the Kolas were out of the way a camo marker moved an ominous 6/4, highlighting that a Sphinx was on the move! Thankfully the Sphinx could not go on a full rampage as his order pool was slightly depleted. Even so the Sphinx managed to kill a Intruder, Moran and my Gecko!

Table for game 1

Table for game 1

Recovering for the loss of a lot of points I knew I have to deal with the Sphinx. It was a desperate move, but Lupe could get line of sight to the Sphinx and decide to use her Panzerfaust. The Sphinx decided to try and dodge the shot, but was unsuccessful and (somehow) the missile hit causing two wounds on the TAG. The damaged TAG elected to fail its guts test and go out of sight from Lupe. This stroke of luck changed the game as now the TAG was wounded. To take advantage I moved my Wildcat link team up to where the Sphinx was hiding and used their light flamers to finish the TAG off. Feeling relieved I got a bit cocky and used my Lunokhod’s shotgun to shoot down both an Ikadron and subsequently hit a camo marker behind it (it’s great when shotguns work out!). The camo marker turned out to be an Aswang, as well as my opponents lieutenant.

Unfortunately my good luck backfired as I had managed to do so much damage my opponent was in retreat at the start of his second turn, causing the game to end prematurely. This unfortunately prevented me from picking up any more tournament points in the third game turn.

I ended picking up 4 points in the game. In hindsight I should have eased off my opponent as soon as I killed his TAG (a lot of his points where held up in that machine), but instead I got carried away and ended up with a fairly low score. Still I will take the points whenever I can get them, so was overall happy with the result of my first game.

Ariadna

Game 2

My second game was against Ariadna playing the Supplies mission. My opponent opted to go first and I so I decided to set up second and take the table side with a high vantage point. This was especially useful as the table was light on terrain. Notable deployments include my opponent setting up a camo marker next to each supply box (that’s Ariadna for you!), whilst I placed my Intruder with HMG onto the high vantage point.

Table for game 2

Table for game 2

The first Ariadna turn was a lesson in how cheap and nasty para-commandos are, as 4 of them tried to get onto the battlefield and into my lines. Thankfully I placed a Moran with Crazy Koalas on the flank they were entering, plus the open terrain meant my intruder had a good view of most of the table. I was able to kill off two of the commandos before a third with HMG went on a killing spree, finally ended by my Intruder. I lost both my Morans and a Wildcat, which was a lot less than it could have been considering the number of AD troops thrown at me.

After recoiling from the Ariadna alpha strike my Nomads dusted themselves off and prepared a counter offensive. The Intruder was able to take advantage of the sparse terrain and gun a few Ariadna line troops down. The Intruder also detected and shot down one of the camo markers near to a supply box. I then made a rash decision to bring my para-medic Hellcat down to grab the uncontested supply box. The Helcat landed and proceeded to grab the box and hide next to a small building.

With the death of three of the four para- commandos the Ariadna lacked range to do a lot of damage to my Nomads and the Intruder kept them at bay, killing a few more in reaction to their attempts to move up the field.

In my turn the Intruder kept on his killing spree and detected and killed off another Ariadna infiltrator skulking next to a supply box. I also moved my Gecko up to attack another Ariadna infiltrator who had place mines around a supply box. The Gecko withstood the mine blast and rifle shoot and managed to gun down the infiltrator. This removed all three Ariadna infiltrator from the supply boxes. I then moved the Gecko up to act as a body guard to the Hellcat, who was hiding behind a small building with the supply box.

The last Ariadna turn was tense as they desperately tried to get to the Hellcat with the supply box or grab one for themselves. However the Gecko valiantly protected the Hellcat, although he was eventually taken down by a Kazack doctor (who somehow managed to take 3 MK12 hits and kill a Gecko, he should certainly get a promotion!). Still the Gecko did his job as the game ended with me having one supply box.

With the Supplies mission denying your opponent any supply boxes, whilst capturing a least one still provides a lot of points, so I ended up pickling up 6 points. Needless to say I was surprised and thankful that my army withstood the test of four AD troops! I must say that I was helped out a lot by some good rolls from my Intruder and the sparse terrain. On another day, or if we had played with denser terrain I think the game would have been very different!
PanOceania

Game 3

For my last game I was up against Pan-O, playing the Seize the Antennae mission. The game started with my opponent deciding to take deployment and table side. I decided that even though it was a big disadvantage I would go second as I wanted the last turn to try and flip the antenna to my control. This put me on the back foot, but hopefully would set me up for a last turn grab of objectives.

Table for game 3

Table for game 3

My opponent’s first move went unexpectedly bad as a total reaction remote with HMG fired into a Gecko only to completely miss and take a blitzen hit, disabling the remote. My opponents luck did not get any better after a three failed attempts to control the antenna within his deployment zone. My opponent then moved a TO camo marker and for the second time that day, a TO marker moved an ominous 6-4. This could only mean that I would be up against another TO TAG! However this time it was the Cutter. The Cutter attacked a Moran and a Gecko, leaving the Gecko heavily damaged but alive and the Moran dead. The Gecko elected to fail its guts roll and retreat behind cover. The Cutter re-camoed and the Pan-O turn ended with a lot less damage than I had anticipated.

My turn started with detecting the Cutter (with a zondbot no less!) and opening up on it with my Intruder. At the Cutter was in the open the odds were with me. However after spending several orders trying to damage the TAG it managed to get into cover and then proved too resilient, even for a HMG. Realising that I could not take the TAG down with only the few orders I had remaining, I had to think of another plan. I had spotted that my opponent had a very likely candidate for a lieutenant (a fusilier) sulking at the back of the table. I hoped that this was the case and with my few remaining orders went for an assassination run with my Hellcat paramedic. With a successfully drop onto the table the Hellcat proceeded to gun the fusilier down. I then just had to hope that it was his lieutenant!

Thankfully the fusilier was indeed my opponent’s lieutenant, so his second turn was over quickly as he selected a new Lt and used a hidden TO troopers own order to place a mine next to the central objective.

Now I had another opportunity to shoot the Cutter, I decided to continue using my Intruder against it. Once again I spend many orders trying to destroy the TAG and although I managed to bring it down to one structure point; in the end it finally hit my Intruder with a crit. Without the intruder I decided to attack the Pan-O back lines with my Hellcat paramedic, in a hope to reduce their order pool. This worked fairly well as I destroyed a few remotes and the killed the TO Order Sergeant, leaving the Pan-O force with just 5 orders (plus the lieutenant order) in their final turn.

The Pan-O player finally took control of the objective next to his own deployment zone. A Kamau then proceed to kill off my Wildcat paramedic which had been running amok in his back lines. After this the Pan-O player castled up to try to prevent me for obtaining any more mission points. This included putting two suppressive fires onto the central objective. My last turn was a blood bath as I desperately tried to reach the central objective. I lost my Gecko, Hellcat with HMG and Clockmaker, but I could not get near the central objective. As such the game ended up a 3/3 tie.

In hindsight I really felt that I got blind sighted by the Cutter. As I had two AD troops that dropped into decent positions, they could have gone through the Pan-O back lines. This would have hopefully left the Pan-O player with a few orders to use on the Cutter and only a few specialist to complete the mission. Instead I must have spent about 10 or more orders (over two turns) trying to kill off the Cutter and failed to even do that! Next time I would defiantly go after the order pool rather than the TAG!

 Nomads

Final Thoughts

My army was good fun to play and I did better than I had expected, ending up 6th out of 15 players. This was my third Infinity event and proved to be just as good fun as the others. I really appreciate how friendly the atmosphere is at Infinity tournaments and how you don’t have to worry about facing some nasty unbeatable “net-list”. Indeed all of my opponents were great fun to play against and I would happily have another game against any of them.

The only possible criticism I could make is that some of the tables were lighter on terrain than I would personally have liked, but I suspect this is due to having to fill out 8 tables worth of Infinity terrain! Regardless of that, I would highly recommend Ian’s (aka the Wargaming Trader) events to anyone (beginner and veteran alike) and am really looking forward to the next event!

 

Disclaimer

The games were played two weeks ago and my memory is not great at the best of times! Hopefully I have not missed anything off or remembered it wrong, but if I played you and I have just let me know!:)

 

 

 

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