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Strikeforce Wotan: June 18th: LA FORJA MOBILE SHIPYARD: Operation Deck


Raindog

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LA FORJA MOBILE SHIPYARD: Operation Deck

 

Orbital shipyards are space-borne infrastructures for maintenance and logistics. They have been designed to repair and build ships, stations, and other infrastructures that are impossible to produce in a gravity well. Mobile shipyards such as La Forja, smaller and lighter but with a capacity for propulsion, are limited to maintenance and repair tasks. These kind of shipyards were originally designed for deployment in temporary or troubled locations, because of an extreme tra c density or a changing environment, such as the unstable areas around asteroids. One of the distinguishing features of these shipyards is their lack of closed and pressured hangars, since they are specialized in maintenance tasks rather than construction. This allows them to have smaller facilities in terms of weight and volume, thus increasing their mobility.

The continuous traffic around a Jump Gate requires the presence of an orbital shipyard in the surrounding area. The Cosmica Corporation, based on Corregidor, is aware of this fact and thus established a mobile version, which could be adapted to the redeployments and relocations required by the Paradiso Coordinated Command to cover the security parameters of the complex.

In order to avoid La Forja becoming just corporate facilities, the Corregidorian Government established some administrative offices in the shipyard, as well as a docking berth for the ships of the Nomad Military Force. This way, La Forja became an element of the Nomads’ war escorts in the area and is considered part of the Nomads’ sovereign territory.

Habitation and operation areas in La Forja are very stark, though completely functional, along the lines of any Corregidorian facility. The most relevant areas on this mobile station are the Operations Control deck, which manages all shipyard work, and the military quay, where the ships from the Nomad military dock for maintenance.

 

Mission: HUNTING PARTY

 

MAIN OBJECTIVES

 

1-CONNECT THE ANTENNAS (1 OBJECTIVE POINT FOR EACH CONNECTED ANTENNA).

 

2-HUNT DOWN MORE ENEMY SPECIALIST TROOPS THAN THE ADVERSARY (2 OBJECTIVE POINTS).

 

3-HUNT DOWN AS MANY ENEMY LIEUTENANTS AS THE ADVERSARY (3 OBJECTIVE POINTS).

 

4-HUNT DOWN MORE ENEMY LIEUTENANTS THAN THE ADVERSARY (4 OBJECTIVE POINTS).

 

CLASSIFIED

 

Each player has 2 Classified Objectives (1 Objective Point each one). 

 

DEPLOYMENT

 

Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

 

SCENARIO SPECIAL RULES

 

RESTRICTED RANGE

 

The structure of the zone of operations restricts the range of  rearms. In this scenario, any BS Attack where the range to the target is 32 inches or more is considered an automatic failure with no need to roll the die.

 

ANTENNAS

 

There are 2 Antennas on the central line of the game table, placed 8 inches from the edges of the table. Each Antenna must be represented by a Transmission Antenna Marker 

 

 

CONNECT ANTENNA (SHORT SKILL) -Attack

 

 

REQUIREMENTS

 

ONLY SPECIALIST TROOPS CAN DECLARE THIS SKILL. THE SPECIALIST TROOP MUST BE IN BASE CONTACT WITH AN ANTENNA. IF THE ROLL IS FAILED, THIS CAN BE REPEATED AS MANY TIMES AS NECESSARY.

 

A CONNECTED ANTENNA CAN BE CONNECTED AGAIN BY THE OTHER PLAYER, APPLYING THE SAME PROCEDURE. IN SUCH A SITUATION, THE ANTENNA IS NO LONGER CONSIDE- RED TO BE CONNECTED BY THE ADVERSARY.

 

HUNT DOWN OBJECTIVES

 

A Lieutenant and a Specialist Troop are considered Hunted Down when they are in Isolated or Immobilized (IMM-1 or IMM-2) state at the end of the game.

 

All those Lieutenants and Specialist Troops that have not been deployed on the game table at the end of the game will be considered to be Hunted Down by the adversary.

 

 

HUNTING MISSION

 

In this scenario all the troopers possessing a Pistol have available also a Stun Pistol with no additional Cost.

 

Moreover, all those troopers possessing the Veteran Troop, Elite Troop or Headquarters Troop Troop Characteristic have available also an Adhesive Launcher with no additional Cost.

 

MULTI BS Weapons can use Stun Mode to shoot Stun Special Ammunition.

 

In this scenario, Stun Special Ammunition causes the Immobilized-1 state instead of the Stunned state.

 

 

In this mission, the identity of the Lieutenant is always Public Information. The player must indicate which Marker is the Lieutenant if it is in a Marker state (Camouflaged, TO Camouflaged...) or which Markers are the Lieutenant in the case of a Holoprojector.

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5 hours ago, Raindog said:

What  if you win out of your skill or my terrible luck?

First : I'm like a lucky rabbits foot for you. You have nothing but good luck when playing me :)

Secondly: Unless I solder-up a crazy blinking LED display terrain object to BLIND you, I don't think my skills apply :)

-lol

Either way it will be a good-ol Fathers Day Frenetic Fray! (copyright SG corp. All rights reserved. patent pending :)

 

 

 

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On Father's Day, I played Seth. Seth was given a day pass free from his children to anything he wanted to do, so he spent part of the day at the club playing Infinity. I think I have known Seth for seven years. He has yet to beat me at a miniature game: first at Warhammer Fantasy, and now at Infinity. Our Infinity games are always close. Seth jokes luck tends to favor me. And yes, my dice tend to shine when we play.

I set up my personal table for us to play on. It is an industrial site / ship interior, so it perfect for Wotan. Seth prefers corridor / ship interiors where there are no dominating sniper towers and static, long range fire teams can grind down the game.

At the club, we have been playing two hundred points of limited insertion, so prepare for the upcoming Ordo Fanaticus Club Challenge.

Seth plays remote heavy Yu-Jing. He rocks two total reaction HMG bots, a sat lock bot, and a Ru-Shi, so he play the smoke game. Finally, he has a pair of hidden deploying Ninjas to go with a handful of cheap troops.

I have been playing the same list for weeks: A cheap Ghulam fire team, an hunting Muyib team, and two role players. There is nothing fancy of tricky.

Today, we were playing Hunting Party. It is an odd scenario. Killing models is not what you want to do. Stunning Lts. and specialists is hard. If you have a choice in list design, you take a minimum amount of specialists. 

I won the roll off. I had Seth deploy on far side. He elected to go first. I was surprised since he had two TO Ninja Killer Hackers to grab tower at the last moment. Seth said he thought I had fire superiority and did not want me to shoot his pieces off the table before he could use them.

The Celestial Guard guard launched smoke to let the Ru-Shi attack the Ghulam link.

L.Shariff held out and burned orders. On one attack, she saved on a double 20 armor save roll.  Ru-Shi advanced  enough to kill the link leader Ghulam Doc and ended his turn. 

I advanced my Muyibs and took a transmission tower. A Ninja decloaked to attack. He rolled a 2 two dodge engage. The Muyib Spec Op responded with an 8-9-10 for shotgun blasts. The Ninja died with Coup de Grace to achieve my classified card.

My Farzan took out one total reaction bot in the gantry and stunned the doc behind it.

Seth let the Ru-Shi go with more smoke with little success wounded a Muyib. 

The doctor Muyib killed the wounded Muyib. I peeled back a few more orders and including taking out the Ru-Shi.

In his final turn, Seth revealed his final Ninja and claimed the opposite tower. He was low on orders and made a mad dash. I tried to shooting him twice and flash pulsing the Ninja to no avail.

At that point, I had the game 5-1, but I decided to go for more. First, I tried to take the opposite tower. That resulted in the Ninja stunning my Ghulam dodging for the tower. If I had been smart, I would not have dodge and had just tried to alter the tower. So instead of 4-2, I was at 3-1.

Finally, I tried to stun the sensor bot with my Farzan with my remaining orders to lift my score back up, but failed.

It close and fun. We both felt we were able to push our game agasint the other.

 

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Raindog! Long time! Thanks for the compliment on my battle report on Strikezone. When did you betray your Nomad comrades and join Haqq?! (I say while sliding the Haqq contents of Operation Red Veil into a drawer). Wish I could play with you guys more often, but my game group usually meets Thursdays and weekends are rough for me. I'll keep an eye out though! I'll take a look at my schedule for July. Maybe I can make it to OFCC after all!

 

Anyway, good luck in Wotan commander! I just managed to evict some filthy Pan O from the Don Peyote. I'm glad you were able to eject some Yu Jing on the same ship! 

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For the rest of you, Crashprone has the best Wotan battle reports. They are art. He is under the Guardian Games banner for the Stores in Wotan.

@crashprone

I went Haqq this year. To better learn the game, I thought I needed to try a new faction. Haqq was a close second choice when Instarted collecting models, so Red Veil made the decision easy. As luck would have it, I am a better Haqq player than Nomad Player. After OFCC, I may switch back, but I have yet to exhaust my options with them.

I hope to see you soon!

 

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Thanks man! Glad folks are getting some enjoyment out of them. I've had a lot of fun writing them.

 

Yeah, Haqq's drawn me too. They've got such a unique style both in game and the models. They're probably the next faction I'll be working on, especially since a buddy of mine sold me his Red Veil Haqq troops (he just got into Yu Jing recently). The healing abilities are pretty awesome too. I remember a game where I swear I shot one of the link team members to unconscious 6 times...Every time I shot him he fell to prone behind a barrier and the Doctor just picked him back up. They're immortal, I swear!

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