Asteroid Blues


TR Not

VS O-12

Our LGS bought a narrative tournament pack, the one with Victor Messer and the limited edition Guija, so we ran a tournament to share the wealth! The narrative tournament itself has some pretty crazy rules:

If you'd like to learn more about the MEME CONTEST we're running, along with other parts of the Bromad Academy mission, click the asteroid below!

After my first game, it was time to face another O-12 player, Joel (Paladin_Eks)! He's a player with broad experience across multiple armies. I've seen him play Druze, Tohaa, JSA, and now O-12. All very different experiences! I was excited to see his take on O-12 and how it differed from Isaac's.

We ended up playing on the same table, with me taking the same side. We left the table choice up to a die roll, so not much to be done about that! I liked my side better and wanted to capitalize on knowing the battleground.


  • Mission: Acquistion (Xenotech Narrative)
  • Forces: Nomads versus O-12
  • Deploy First: O-12
  • First Turn: O-12

GROUP 1 | 10 1

INTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
ZONDNAUT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 31) DataTracker
ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)
TOMCAT Doctor (MediKit) Combi Rifle + Light Flamethrower + 1 Zondcat / Pistol, Knife. (0 | 26)
ZONDCAT Electric Pulse. (4)

GROUP 2 | 4 3

MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, Knife. (0 | 13)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)

5 SWC | 299 Points | Open in Infinity Army

I had originally planned on taking my Lizard list for Acquisition, but at this point I knew we weren't going to get in a third game and wanted to play my other list. I had designed this list for Supplies, hence the Zondnautica and the plethora of midfield specialists. I decided that I would just try and play a careful board control game and make a run on the last turn to secure the objectives. With two Morans, two TR Bots, and a pair of Intruders backed by Morlocks I felt that this should be pretty achievable.

Game 2 - Paladin_Eks
GROUP 1 | 10 3

GAMMA Feuerbach / Heavy Pistol, Knife. (1.5 | 58)
GANGBUSTER Combi Rifle + Light Riotstopper, MadTrap / Pistol, Knife. (0 | 23)
EPSILON MULTI Sniper, Nanopulser / Pistol, Knife. (1.5 | 30)
SIRIUS Red Fury + 1 SiriusBot / Pistol, Knife. (1 | 29)
SIRIUSBOT Heavy Riotstopper / Electric Pulse. (0 | 5)
WILD BILL Rifle / 2 MULTI Pistols, Knife. (0 | 27)
DEVA (Multispectral Visor L2) Spitfire, Nanopulser / Pistol, Knife. (1 | 33)
DELTA Hacker (Killer Hacking Device) Combi Rifle + Light Riotstopper, D-Charges / Pistol, Knife. (0 | 25)
VARANGIAN Submachine Gun, 2 Chain-colt, Smoke Grenades / Pistol, AP CC Weapon. (0 | 13)
VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)
VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

GROUP 2 | 3

KAPPA Lieutenant Combi Rifle / Pistol, Knife. (1 | 12)
KAPPA Combi Rifle / Pistol, Knife. (0 | 12)
6 SWC | 300 Points | Open in Infinity Army

Joel brought a similar list to Isaac, dropping the Omega to get some more Varangians, a Delta, and a few orders in the second pool to get some button pushing done. To retain some gunfighting ability, he added a Deva and Wild Bill.


Joel set up a little differently than Isaac. The Gamma ended up in the exact same place though. He hid both Kappa Lt options in places of safety deep in his deployment zone, then strung some Varangians across his lines.

Most of his gunfighting strength was on his left, with Team Sirius, Wild Bill, and the Epsilon (who would appear out of reserve) on that side. The Kappa FO synced with the Xenotech in the middle of his deployment zone. It's worth noting that I had the advantage of having played the table before, and knew the various lines of fire, especially to the Gamma who had given me so much trouble in the game against Isaac.

I set up both TR bots to cover the Gamma. As soon as it stood up, both would be able to fire upon it, and said as much to Joel to make sure he was aware. The Morans set up to cover and secure both of the objectives on either flank, and protect me from any airborne deployment troops walking in from the sides. I decided I might want to snipe out key targets of opportunity with some plunging fire, so I set up a Zero on the roof of the highest building in the center, and hid my Intruder Lt on a catwalk that would be out of LoF from basically anything until I stood him up.

I decided I wanted some more options on my left for smoke, so weighted my Morlock deployment more heavily there. I figured the right would be handled by the Zondnautica. The two TR bots were backed up by a 'bot-less Monstrucker within walking distance of both, and my last Morlock was on the right to provide smoke for my Intruder HMG who deployed out of reserve after Joel placed his Epsilon.

Turn 1 - O-12

Joel starts things off by advancing a Varangian on my left. My TR bot gets off a full burst by the Varangian smokes it out.

The other two keep pushing forward, throwing smoke as they go, mostly to set things up for the Epsilon and the Deva.

They keep advancing. One triggers a Koala but manages to dodge it, and then sets up more smoke for the Deva.

The Deva swings around into the cloud of smoke and completes HVT: Identity Check, then starts gunning for my TR bot.

The Deva is out of cover and outside of 16", so I'm only on -3 net, which is a pretty dangerous proposition, even for an MSV spitfire. I prove the danger by rolling a crit.

Now in NWI and with a TR bot still watching her... one might say the Deva was in... The Danger Zone!

The Deva pushes forward into cover, appearing out of smoke in cover. I elect to shoot it in smoke, as once it's in cover it's within 16", so my odds are the same, and I want to deny it cover for the ARM roll. It doesn't matter, because I crit the Deva again. Joel informs me that this is just how his games usually go--he just gets crit off the table.

The Gamma pops up next, and only has to face off against one TR bot because the other is blocked by some smoke from the Varangians. One AP+DA round sneaks through and knocks out my 'bot.

Joel is basically out of orders in his first pool at this point, so he moves on to the three Kappas in pool two. He gets the Xenotech to where she needs to be, but fails to place the Multiscanner. The Kappa FO gets hugged by a Koala, and thankfully for Joel survives.

The last order of the turn sees the Multiscanner placed, and the Kappa FO in cover.

Turn 1 - Nomads

My two Morlocks on the left are out of LoF of anything, so they advance without incident, and the one on the right sets up smoke for the Intruder. The Zondnautica elects to not run out in front of the Epsilon and stays put.

My Intruder goes to work, taking out a Varangian, forcing the Sirius back into cover, and taking out the Siriusbot. I poke a little further forward to challenge the Epsilon as well, and take it out.

My Moran clears a MadTrap with a Koala and has my Xenotech place the Multiscanner as well. Two orders to clear a MadTrap and get the scanner down is pretty efficient, if you ask me!

I flip a command token and a Morlock's order to get the Monstrucker in place to repair the downed TR bot, and then I've got one order left in the main pool after I reposition my Morlocks.

I can see a sliver of the Gangbuster with the Intruder, so I drop it as the Intruder himself drops prone.

Turn 2 - O-12

Joel has a Varangian in place to try and take out my TR bot, so he gives that a go. It sadly doesn't work out, especially as we're just outside of 8".

He decides to drop in a Delta behind my Moran and a Morlock on the left, taking them both out with a split burst from the Delta's combi rifle.

After putting basically everything he can that's remotely relevant into suppression, Joel passes turn.

Turn 2 - Nomads

I lose the remaining Morlock on the left to a gunfight with a Varangian. I then try to chain rifle the Kappa FO in suppression with my other Morlock, but the chain rifle shot bounces off while the Varangian's SMG rounds do not!

The Intruder follows up and takes care of that problem.

The Sirius in suppression is guarding the approach to the central tech coffin. I try to clear it with a surprise shot from my Zero on the ground, but the bullets bounce off as does the Zondmate's chain rifle.

I need to handle the Delta as well, so I get a Drop Bear covering it and then surprise shot the Delta with my other Zero on the roof. Joel thinks for a bit before deciding to do nothing to avoid setting off the mine. It's a long shot for me, but I manage to land a single shot on the Delta with the Zero, dropping it. At least my Zero's bullets work!

I retreat everything to safety, especially my DataTracker Zondnaut, and then passed turn, annoyed at all the ARM saves.

Turn 3 - O-12

The last surviving Varangian dies to one of my TR bots, and then Joel decides to just go for broke with the Gamma.

He splits burst against two TR bots in good range, which is quite ambitious. It pays off--he takes a crit from the one on the roof and knocks out the one on the ground.

Another order sees the one on the roof go down, then Joel sets up to secure the central Tech Coffin.

Wild Bill dodges a Koala on the way to the central structure with the Tech Coffin (we took the roof off for playability reasons), and then goes into suppression.

The Tech Coffin is secure by the Gamma who just sidles up to it and leans on it.

Turn 3 - Nomads

I figure I can deny Joel the central antenna with my Intruder Lt by jumping across the gap. I have to take out Wild Bill first though. I fail to do so with my Lt order, so I set about doing other things.

My Monstrucker races across to the left antenna (I put him in the first combat group), securing it and pushing the button, and then I cautious move past the Sirius in suppression to the right antenna and do the same.

I'm securing Joel's HVT, making it a very close

5-4 Nomad Victory!

Post Game Analysis

Lots of passed ARM saves, but I can't really be upset with the dice after having double crit a Deva. I actually crit Joel a few more times during the game, but most of those face to face rolls were pretty favorable for me already. I honestly haven't seen such consistently bad dice luck for someone in a game--talking to others at the tournament, they confirmed that Joel gets a lot of crits rolled against him. All anecdotal of course and super prone to bias, but the perception and emotional response is there, and those things can definitely affect your play. Really rough!

I was pretty happy with my list and the way I played it, although I think I could've done a better job preparing for the Delta that I knew was coming. For some reason I thought it was AD2, not AD4, so I guess that mitigates my mistake a little. I also think I need to start taking some more assault pistol Morlocks. If only the Assault Pistol profile was also toting an E/M CCW, I'd find the extra points!

I think I made a mistake in sending in the Zondmate to chain rifle the Sirius--I probably should've just fired smoke and done it that way. I didn't have a good way of dealing with Wild Bill, unfortunately. He's really been an absolute PITA in every game I've faced him in. Joel absolutely did the right thing by keeping him prone most of the game. I think getting him into base to base with the central objective would've been a better use of his orders in the last turn, after gunning down the top TR bot with the Gamma. That said, there was basically no way I was going to get the Gamma off the objective with the tools I had left. The Intruder HMG could've done it, maybe, but it would've taken too many orders.

In any case, a close game. I'm really not a fan of Acquisition the mission, but I very much enjoyed this game with Joel!

If you'd like to read more of my battle reports, you can find them at MercRecon.Net. If you'd like to find out about the Meme Contest or other aspects of the current Bromad Academy mission, you can check it out here: Mission 014: Asteroid Blues. Thanks for reading. Go Go Nomads!

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