Thursday, October 20, 2016

ITS 8 Mission-by-Mission Guide


Is ITS giving you some trouble? Do you have a tournament coming up and want to figure out the best way to go about each mission? Want to have a game plan before you dive into a mission?

My ITS 8 guide is here to help you out. Do take note that it's a universal guide with no faction specifics mentioned. It's also not geared for helping you get every single point out of each missions. It's designed to give you a good idea on how best to approach each mission and how to get a Total Victory or Victory for the average player. These are also my opinions and how I approach the missions. I obviously don't win every ITS event, so don't treat this as your ITS bible. Think of it exactly as I called it; a guide.

Feel free to read the entire thing or use Ctrl+F (or whatever your operating system's search function is) to skip to the missions you care about. 

P.S. I also made a Google Doc if you'd prefer that


Annihilation
Kill stuff and make sure your stuff doesn’t get killed. The most basic and mundane of ITS missions. You do also have a Classified Objective worth 2 points, so make sure you try to get that accomplished as well.



Biotechvore
Same as Annihilation, but you will have a high focus on Classifieds (3 points can come from doing Classifieds).


Main thing to keep in mind here is to leave your deployment zone as soon as possible, the Biotechvore zone will be extremely dangerous (unless you have good BTS and you’re not mechanical). Infiltrating and Airborne Deployment will be hindered as well, so it’s best to focus on troops with good mobility, close range weapons, and good resilience. You’re going to get up close and person, very quickly. Coordinated Orders and Fireteams will be your saving graces.


ARO pieces aren’t the best idea and if you do plan on using them, expect them to die. Sometimes you need to sacrifice a little to gain a lot.



Quadrant Control
Have the most points in each quadrant, at the end of each round. Easy enough. Going second might not be a bad idea. There is one Classified as well, but we’ll discuss this later.


First round you might want to play a little defensively while having your infiltrators hold up in one of the further quadrants. Second round, start pushing for three sectors, if you don’t already have three, or start putting your troops into defensive positions to hold the three you have. Third round, hold the sectors you currently hold or move to reclaim the ones you’ve lost. There really is no need to push for all four, so don’t get greedy.


Lastly, you can convert your Classified Objective into points for control of a zone. If you didn’t bring baggage or any higher point models, this will be a good idea for you. If you just really want to make sure you get the most points and don’t really like Classifieds anyway, you’ll want to do this too. Don’t do this option if you want the full 10 points though (kind of irrelevant though).



Decapitation
Kill stuff and kill lieutenants, but focus on Classifieds Objectives too. Classifieds will be four out of your ten points. Also, if you focus on killing lieutenants, you shouldn’t have to worry about killing army points since those two will go hand-in-hand.


Pick a resilient Lt. and maybe even a combat-orientated one. Your opponent will always know who the Lt. is, so make sure you pick a good one. Use mines, perimeter weapons and ARO weapons to defend your Lt.



The Armory
Move in to secure the objective room, hold it, and loot it for some sweet armaments. Going second might be a good idea, since scoring is done at the end of each round. Key part is to get the most weapons from the panoplies and dominate the room at the end of the game. Don’t get greedy and don’t rush the building turn one, unless you’re desperate and think you can feasibly do it. Setup defenses instead: ARO’s in good positions, perimeter weapons, deployables, etc. Rush it for turn two and three. Make sure you loot the panoplies while you’re in there too.


There’s also one Classified Objective worth one point, so this might be a better idea for the first round than taking the objective room. Might be a good idea to trade out your Classified Objective for extra points, if you got lucky for a high value card or your Classifieds aren’t easy to pull off.


Frontline
There are three zones going across the table: one closest to your DZ, one in the middle, and one closest to your enemy’s DZ. Take your opponent’s DZ, protect yours and try to keep some troops in the middle. Airborne Deployment and Infiltrating troops will be excellent here. Baggage will help too.


Use Baggage to secure your side of the table’s zone and then use AD and Infiltrators to help secure the other side’s zone. Push other troops to the middle and then some to the other side.


There’s also one Classified worth one point. Might be a good idea to trade out your Classified Objective for extra points, if you get lucky enough to draw a high value card, your Classifieds aren’t easy to pull off, or if you aren’t confident in reaching the other side/protecting your side.


Firefight
Kill the most of everything; specialists, army points, and lieutenants. Army points and Lieutenants are the biggest points. There are also two Classified Objectives as well. You also score points for gaining the most armaments from the panoplies.


Take extreme defensive measures. Protect everything you can and be cautious with your approaches. You might want to save the panoplies for last and focus on killing more points and specialists. Try to kill more lieutenants if you can, but this is usually easier said than done and will probably cost you quite a few points. Definitely focus on your Classifieds too.


AD troops will be excellent in this scenario. They receive a +3 to their PH for when they drop and they can drop in your enemy’s deployment zone.


Supremacy
Same as Quadrant control, except there are consoles in the center of each quadrant. Best thing to do is to secure three zones, touch three consoles, keep your specialists alive, and try to get your Classified accomplished. If you’re feeling bold, go for the fourth console too.


You get the most points for controlling the most zones at the end of each round and for the more consoles you hack. All you have to do is succeed at a WIP roll while base-to-base (WIP + 3 for hackers) and then keep the opponent from taking touching it. If both of you touch the same consoles, then you do a face-to-face roll with everyone of your surviving specialists (at the end of the game) versus everyone of your opponent’s specialists. Whoever wins, gets the point for that console. You can also blow up the fourth console to keep your opponent from getting it, but only after the second turn. Protect your consoles and specialists!


There’s also one Classified worth one point. Might be a good idea to trade out your Classified Objective for extra points, if you get lucky enough to draw a high value card, your Classified’s not easy to pull off, or if you aren’t confident in securing the zone furthest from your DZ.



Safe Area
Exact same as Supremacy, but now you score at the end of the game and you have to control the consoles (no sharing). Going second might be a good idea.


Attempt to accomplish your Classified and secure the consoles on your side of the table. Hold down your side of the table, while eliminating your opponent’s biggest threats. During round two, start moving forward, taking out threats, and securing the zones. Round three, solidify your hold on three of the zones and try to defend and take three consoles. Four would be great, if you’re up to it.


Might be a good idea to trade out your Classified Objective for extra points, if you get lucky enough to draw a high value card, your Classified’s not easy to pull off, or if you aren’t confident in securing the zone furthest from your DZ.



Transmission Matrix
Take three of the transmission zones and hold them until the end of each round. Use Infiltrators/AD to secure the center zone for the first turn and then move up the rest of your force to take the zones outside your deployment zone. Afterwards, keep advancing your troops and reinforce the center zone. Don’t forget that the antennas in the middle of each transmission zone count as repeaters, so be wary of hackers.


There are also two Classified Objectives worth two points each, so try your best to get these done. It might be worth it to spend your first turn getting these done (or trying to) and keeping your opponent out of the center zone, instead.


Seize the Antennas
Seize the three antennas and keep your opponent from taking them. Might be a good idea to go second. You get three points per antenna at the end of the game. First round take your own antenna and start pushing for the second one (in the middle of the table), while eliminating the biggest threats. Round two, take the second antenna and start pushing for the third one, at your opponent’s deployment zone. Round three, take the antenna and secure them.


There’s also one Classified Objective worth one point. Do it if you can with ease, but don’t stress it if you can’t. The antennas are far more important.



Cold Sleep
Activate more tech-coffins, connect more consoles, and control more consoles at the end of the game. Doctors and Paramedics will be extremely helpful in this mission as well as Infiltration or AD1-2 (this scenario prohibits the use of AD3+).


You’ll want to activate at least two, possibly three, tech-coffins (which can be reactivated). Then you’ll want to move to secure and hold the two consoles until the end of the game. The consoles are the most important part, so focus on that. Also make sure you have at least two tech-coffins, three would be best to secure a Major Victory.


There’s also one Classified Objective worth one point. It might be wise to consider forgoing the Classified in order to nullify one of your opponent’s Specialist Troops or Specialist Operatives.



Nimbus Zone
Download datapacks, disconnect more antennas at the end of the game, and control more consoles at the end of the game.


There’s an exclusion zone and most of the center of the board is covered in a Nimbus zone, until all of the antennas are either destroyed or disconnected.


First objective should be on disconnecting more antennas, definitely aim for three. Once they’re disconnected, they can’t be disconnected again and it’s three points to disconnect the most, none for a tie. It’s also possible to destroy the antennas, if you’re desperate. Next, you’ll need to move in on the consoles, extract the data packs (two should be fine) and hold two of the consoles until the end of the game.


There’s also one Classified Objective worth one point. It might be wise to consider forgoing the Classified in order to nullify one of your opponent’s Specialist Troops or Specialist Operatives.



Tic-Tac-Toe
There are 9 antennas on the table, you need to control a line of them in the typical “tic-tac-toe” fashion (vertical, horizontal, and diagonal). You need to be the only person with a line of connected antennas and you get more points for having an antenna on your opponent’s side of the table and having the most antennas connected.


Best thing to do is to secure the three antennas on your side and protect them. Then move to take on antenna on the centerline and one on your opponent’s side of the table. You might want to consider taking your opponent’s antennas as well.


There’s also one Classified Objective for one point. Since you’re already going to be moving around the table a lot, it’d be a good idea to keep this in mind.



Capture and Protect
Connect the console, take the enemy’s beacon, and protect your own. Mobility, Infiltrators, and AD will be key in this mission. Going first will be a good idea.


Get to one of the energy consoles and connect it, immediately. It's worth one point, so that’s an easy point right off the bat and allows you to capture the enemy beacon. Then you will want to focus on taking the enemy’s beacon and moving it into your DZ (it’s only one point to get it in your DZ, so not extremely important). Protecting the troop carrying the beacon will be extremely important, especially in the last turn.


Make sure you protect your beacon as well or eliminate the enemy’s troop who took it before the end of the game.


There’s also one Classified Objective worth one point. It’d be a good idea to attempt this one since you’re already going all over the board and that one point might help you win. Don’t go out of your to accomplish it though. Main objective should be securing the enemy’s beacon and then making sure they don’t get yours.



Rescue
Go get the civilians and bring them to your side of the table. You want to have more in your Dead Zone and your DZ than your opponent at the end of the game. Going second might be a good idea.


Use Specialists to secure them and start bringing them back, since they can have two at a time. Use your other troops to keep your opponent from getting their own civilians. Try to get at least one in your DZ and two in your Dead Zone. Regular troops can also synchronize with civilians if your Specialists bite it or are preoccupied; however, they can only synchronize with one at a time.


There’s an Exclusion Zone, so Infiltrators and AD won’t be too much help. The Exclusion Zone also counts as a Saturation Zone and a Difficult Terrain Zone. Troops with Terrain skills will be extremely important in traversing the Exclusion Zone.


There’s also a Classified Objective worth two points. It’d be wise to accomplish it since you’re already going all over the table and the two points can help pull a win out of a tie or a Major Victory


Highly Classified
Do lots of Classified Objectives. Hide and protect your HVT, while trying to do as many of the Classifieds as you can. Make sure you’re packing a suite of specialists with some redundancy!


The mission is highly dependent on the cards that are drawn, so that’s about all I can say on this one.


Supplies
Take and hold the Supply Boxes. Use Infiltrators to take two Supply Boxes from the tech-coffins and then have them run back home. Then give the Supply Boxes to some resilient troops to hold onto them and then start moving in on the third Supply Box. As a last resort, you don’t necessarily need to hold the last one, just keep your opponent from holding it.


There’s also two Classified Objectives worth one point each.


Antennas Field
Take and hold the most antennas at the end of each round. Also, take and hold the center antenna and the own in your opponent’s DZ, by the end of the game. MIght be a good idea to go second.


It would be best to take the antenna in your deployment zone, the middle and then one of the ones on either side of it. First round, take the antenna in your DZ and push for the center one as well as either one on the side. If going second, might want to avoid the center for now and go for both of the side ones instead. Second round, hold what you have and start advancing towards the center one (if you don’t have it yet) or the opponent’s DZ one. Third round, take the opponent DZ one, the center one, and take/hold more antennas, in case you fell behind. You can also use your non-specialist troops to deny your opponent antennas too.


There’s an exclusion zone, so Infiltration and AD might not too useful.


There’s also one Classified Objective for one point. It’d be a good idea to attempt to accomplish it, especially if you don’t ge the center antenna or the one in your opponent’s DZ.


Engineering Deck
Have more consoles connected at the end of the game and control the Objective Room. Might be a good idea to go second.

Secure and hold two consoles and then sweep up the third one when you take the Objective Room. Inside the Objective Room is a Saturation Zone, so use perimeter weapons and deployables to secure it. Do these two things and you’ve won 8 points.


There are also two Classified Objectives worth one point each. It’d be a good idea to attempt to accomplish at least to help keep your lead and two if you’re falling behind.


Comms Center
Have more antennas connected at the end of the game, kill more specialists, and kill more Army Points.


First round you will want to take a few of the antennas, but focus should be on killing your opponent’s specialists and threats. Worry about antennas on the second and third rounds, making sure you have the most by the end of the game. Don’t be afraid to go hunting down specialists, but make sure you protect your own.


There’s an exclusion zone, so Infiltration and AD might not too useful.


There’s also one Classified Objective worth two points, so it’d be a good idea to accomplish it. You’re already going across most of the table, so it shouldn’t be too hard. If anything, go for Secure HVT.

4 comments:

  1. This is hardly a guide. Annihilation for example is more nuanced than just a boring slap fight. It favours defensive play, the aim is not to kill the most points but have the most left alive. You could win by hiding for the entire game then surprise shooting one dude on the very last turn! If you want to win big though you need to force your opponent to move out of their deployment zone. Indirect fire is great for this, grenade launchers, hackers, etc. Sure they aren't that accurate, but they will force your opponent out into the open where your well placed heavy weapons can cut them to pieces. Drop troops and hidden deployment troops love this one too. Force them out first turn, then pop a nice HMG in their back line, gun down their cheerleaders and leave the strong pieces stranded in the open. If you're feeling bold, and think the trades will go in your favour, roll a CC missile up their flank. BUT when all is said and done a crappy normal roll beats a good face-to-face every time because it means your opponent doesn't get to shoot back. Also first turn is best, alpha strike then withdraw, don't leave any available target

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    1. While, yes, annihilation is more than just a 'slap fight', it boils down to each person's play-style. I can't tell you how to play. For example, some people do better going second in Annihilation, others do better going first. Some do better playing more defensively, some do better playing more actively. There's not set way to win any mission and the point of this guide is help people realize where the points are coming from and how to manage them effectively, while allowing for people to inject their own styles of play. It is a guide, to help you along the path, it's not supposed to direct you and dictate how you play. That's not how I write. If you want to compile an entire ITS guide that breaks down the semantics of every single mission, you are more than welcome too. I would love to read it and would even be willing to publish it on the blog here :)

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    2. Lol, oddly enough I have started doing that, but it's a damn huge projectand it's taking a while

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    3. That's pretty freaking awesome, can't wait to read it, Josh! :D And yes, it is a huge undertaking, ha ha. Took me months to write the one above. The sad part is it's going to be almost completely invalidated once the new season comes out....

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