Guerilla Radio


Here is the third Twinfinity mission breakdown, Antenna Field.  I’ll have to admit that I am less familiar with this mission than the others, but the basic elements are similar to other missions, so Antenna Field is less difficult to sort out than the likes of Deadly Dance or Biotechvore.

Mission Introduction

Antenna Field is not going to give up 10 objective points easily.  Controlling an Antenna is difficult and the exclusion area means that Infiltrators and AD troops will be of limited use.  This mission is about maneuver and patience.  It’s worth noting that 5 of the 10 points available are in play on the last turn (possibly 6 with the classified).  That can lead to a lot of regrets.

Antenna Field


Scoring in Antenna Field is per round, with 2 points given for having more Antennas controlled and 1 point for having the same number as your opponent (provided you have at least 1).  To control an Antenna you must be the only player with an active Troop in base contact with that Antenna.  Also, that Troop in contact has to be a Specialist (although a non-specialist Troop can deny control).  Trooper’s cannot be in a marker state when controlling an Antenna.  At the end of the game, controlling the center Antenna is worth an additional 2 points and controlling the Antenna on your opponent’s side of the table is worth an additional point.  There is 1 Classified Objective worth 1 point.

Other Rules

Deployment is the standard 12 inches.  There is an 8 inch Exclusion Zone on each side of the centerline and Troops cannot be deployed touching an Antenna.  Retreat is in play.  However, there are no specialist bonuses, no Baggage bonus, and no Intelcom.

First or Second

Going second is a serious advantage in Antenna Field.  I have a hard time, given the mission and the exclusion zones, imagining why you would ever want to go first.

Touching Base

There are five antennas and you can control them by touching one with a Specialist.  Because of the Exclusion Zone and the deployment rules, you will have to move up to the Antennas to control them.  The points available for controlling more is only 1 point more than controlling the same, so be careful about pushing so hard for the single point that you lose valuable specialists to a counterattack on the next turn.  Markers cannot control an Antenna.  Be aware though, that a Marker has 360 degree Line of Fire.  If your opponent has a Marker touching the Antenna in the bottom half of a round and you give them an ARO, they can reveal.  This will let them control the Antenna.

War of Attrition

Remember that there are 5 points available on the last turn, so you need to keep enough specialists alive to control more antennas than your opponent.  That also means that targeting opposing specialists should be a priority.  It’s fair to assume that you’ll lose at least a couple of your specialists over the course of the game, but you should try to limit the damage.  The center Antenna is worth an additional 2 points at the end of the game, so positioning yourself to take advantage of that is a good idea.  The single point for the Antenna on the edge of your opponents deployment zone should be weighed carefully, particularly if you go first.  In most cases it probably isn’t worth the trouble, but a point is a point.  You should also remember that your opponent will be eyeing the Antenna on your side as well.  Watch out for Hidden Deployed Troops and possibly AD on the last turn.


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