Durgama Takeover

Infinity

Commander Nevercrow, Reporting to the Raveneye Bow

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Tohaa
Nevercrow
VS Nomads
Nocookieforu
Commander Nevercrow reporting in to the conflict aboard the Raveneye at the Bow Section. After leading a spearhead to defend the defenseless baby symbiote children at the Zebu Research facility, our forces received reports that Commander Engorn called for our aide in the skies above. Although many among our squadron wished to remain at Zebu, I knew our Tohaa brothers and sisters aboard the human vessel required us more.
When we arrived at the bow section we found ourselves jammed for communications, by seemingly Nomad technology. In addition the artificial gravity systems onboard the great metal monument to human over-indulgence we hand landed on had failed. Luckily we had several among our away team that possessed the knowledge and experience to navigate the new challenge of this terrain.
Neema Sataar, guided by her Kosuil Assault Pioneer and Taquel Officer escort, lit up the darkened corridors of the facility with Mirrorballs and succeeded at activating the first communication antenna they encountered along their path. Knowing that Shasvastiii may be lurking at every corner, her team established a defensive perimeter with deployables, recruiting a Libertos Freedom Fighter that they had found among the annals of the ship’s corridors. (Writer’s Note: Or in this case, a Reex as a proxy!)
Our team encountered a friendly O-12 doctor, who clearly hadn't heard what we had done to the O-12 liaison detachment that arrived at Zebu, who told us he was hiding from some "bad people." Our Taquel has a soft-spot for the little pinkies, so we decided to let him tag along until we could get our comms back online.
When Neema had her first momments to step back out of the protection of her Taquel’s Mirrorballs, she found herself staring down the barrel of a Tunguskan Hollow Man’s Missile Launcher. Luckily the ruthless Kosuil with her wasted no time in drawing a K1 Combi Rifle bead along the mechanical abomination’s head and dropping the empty shell without hesitation. We attempted diplomatic means of conflict avoidance, attempting to use our Taquel to pheromanetically communicate with the nomad humans (Read: Pherowave Tactics: Endgame happened, A LOT).
Once it was clear these Nomads had either forgotten our alliance with them, or that they needed to be shown the way back to the port section, I authorized my team to use turn off their non-lethal restrictors and practice deadly force (Yeah, we totally have safety’s on around civilians too /sarcasm!). The might and justice of the people who are three was swift upon this glorified band of bank robbers and extortionists. We received only the casualty of Aelis Keesan’s untimely demise, but we expect they will have regenerated in less than an earth moon’s time. In contrast, by the time my Draal and Taquel were done, the nomad threat had been reduced to their Lieutenant, a Grenzer that we had to “debrief” in the back alley afterwards, and a one of those 4 legged metal abominations all the humans rely upon. Raw-Mote.

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Hello! I wanted to change up how I have been writing these battle reports, as well as implement some of the awesome artwork posted in the Tohaa Briefing Room by Wizzy, especially since this is the first Battle Report I’m posting to the campaign that was a live game, rather than TTS! Below are my strategic thoughts from the game! When looking at this mission, it felt to me like it would be a pretty safe bet to use largely the same army list I had been using at Zebu, if not even better to use it here. My plan was to use Neema, the Taquel and the Kosuil as a harris team to mirrorball their way up a lane to an objective and lock it down, setting up to either defend it for the rest of the game, or to be in good position to retake the antenna on turn 3. I ended up having to flip the antenna turn 1 and hide with this squad until turn 3 this game. The second 3 man team in my list is Hatail Aelis Keesan, with a Draal, and the Kaeltar Specialist. All 3 of these models are capable of interacting with mission objectives in meaningful ways, making them another great team for hit and run objective taking, and this game I used them to run up to the right hand antenna (they failed to activate it), but they were able to take cover after the Draal set down two mines around the antenna, spending most of my orders turn two. Durring turn 3, the Kaeltar became an absolute MVP as she danced around the corner of a building and placed 2 templates down on Mary Problems and then a hollow man, killing both with only 3 activations total. My clipsos is the next important component of this list/strategy, I hidden deploy her near the objective I’m not showing my opponent that I’m obviously running to or interacting with, and save her for turn 3 to hopefully put some surprise points on the board. This game I was at the top of the turn order and I was able to use my opponent’s final action of turn 2 to ARO with her, dodging closer to the tech-coffin in the center. This gave me her order for turn 3 in my pool and I only had to spend one order to have her secure the tech-coffin. This was also the first game that I had gotten my opponent to run across the Chaksa Longarm’s LoF at a good range, and, just, WOW. That Chaksa hits like an absolute truck. Madlad. Big man. I love him. Although I didn’t use him much this game, his Chaksa Auxilar FTO has also been invaluable to me this campaign with his baggage and sensor. My irregular friends, the Diplomatic Delegate and the Libertos, didn’t do much for me this game, with the Libertos having been a game-changer in both my previous outings this campaign. Wasn’t the Libertos’ fault at all this game, my opponent just didn’t want to challenge him and the other 3 camo tokens surrounding the left antenna. My delegate on the other hand, could’ve been utilized more effectively, and I realized at the end of the game that I had wasted her PT: Eraser potential by not lining her up against the Kriza Borac and the Hollow Men. Finally, my favorite model in the whole game, the Greif Operator, a great piece for chilling and killing in the enemy DZ, failed his roll to infiltrate on me, in this, the first game I’ve taken him this campaign. He made me sad, but I’ll keep using him, because COME ON, he’s SO COOL.

Army Lists Used In This Battle

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Tohaa
Nevercrow
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7 Comments

  • Jager Nadim says:

    Excellent report. The lighting effects for your photos give are really cool. Also, after having used the Missile Launcher Chaksa to take out almost half of my opponent’s army I too have a new appreciation for that unit.

  • Wizzy says:

    Great table, the neon lighting brings a nice cyberpunk touch. Well done for your win my brohaa. #ThreeTheTohaa !(•̀ᴗ•́)و ̑̑

  • Engorn says:

    Awesome job, commander! Three the tohaa!

  • Nevercrow says:

    @Geilt they are fairly good for their points, it’s essentially 20pts for a decent chance you’ll get to place them in IMP-2 state in the enemy deployment zone next to something they can kill with d-charges or the extra burst in their viral pistol. Often you can use the 20pt model to take out something more expensive or critical to your opponents strategy (such as killing a sneaky guided missile remote)

  • Geilt says:

    Great report and story! How do you find Grief Op? I never used them and thinking whether they are worth the points and space in Tohaa lists. 🙂

  • Nevercrow says:

    It’s hard to tell, but in my game room here I have both regular lights and black lights mixed together in my fixtures, and I’m able to adjust the light level by moving the lamp heads on the white LEDs to either shine on my table or bounce on the ceiling and we regularly adjust them while we play! The images make it seem a tad darker than it really is though!

  • Luisjoey says:

    Oh my good love this terrain! how do you play? turn the light on to keep playing?