Friday 27 May 2016

Freeborn - 500 point force


Ahoy there mates.  We’re currently sailing around Antares looking at various army list compilations and generally going around in circles.

So far we have Concord and Ghar army lists at 500 points.

Time to look at other Panhumans. 

This time we’ll be focusing on Freeborn.  We’ll not set ourselves any limitations (save the 500 point limit)


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
3-5
0-2
0
0-1

At 500 points the Freeborn force requires at least 3 tactical choices.

The force could contain as many as 5 tactical choices, 3 support choice and 1 Auxiliary choice, giving a staggering 8 order dice potentially.  Army Options are available, with the maximum of each individual option being equal to the number of Auxiliary choices, but no more than 50 points (10% of the total cost).


Selecting the army
Well, gosh.  There’s quite a few units that could fit into a 500 point Freeborn force. We are compelled to take 3 Tactical units, so let us take a look through the available options…

The Command Squad is a Limited Unit, but that will not be an issue a we will definitely reach at least 4 units in total.  The unit has been included in the errata to reduce their points cost and bring them very much in line with Concord and Isorian Command Squads.   One Freeborn command squad can be really tooled up with cool equipment, but at a basic level the Cmd and Init are reasonable and match other factions.

The Feral units are really cheap.  Their survival rate may not be high, but an enemy unit can only shoot at one unit at a time (mostly), by taking multiple units they can work together, theoretically.  Mag guns are not going to set any world alight, but they are not there to kill stuff, they are there to cause pins and draw fire away from your more expensive units; the enemy shoot at Ferals means your Vardanari aren’t being shot at (hopefully).  Ferals can be upgraded, but this increases their cost and removed one of their good points – being cheap.  But Soma-Grafts are fun…

The Nuhu renegade is a frightful unit to take, especially when melded to another Nuhu (MoD 2 Nuhu?  Yes thank you!).  However, after consuming most of your points the rest of the Freeborn force misses one thing, numerical superiority.  The rest of the army being two Feral Units and whatever pocket lint you happen to have in that day’s jeans.  So as much as it would be nice to include a Nuhu or two, going to give it a miss in this 500 point list (but may revisit it at some point, because it could be interesting).

The Vardo’s bodyguard of Vardanari are the most elite unit the Freeborn have access to.  They appear to have been on the receiving end of errata for their points value, but also in the pdf version the points are different again.  As not everyone with the rule book will have the pdf rules, I will use the value form the errata.  The unit can almost be equipped in a similar fashion to ta Concord Strike team, with Res 5(7) and toting plasma carbines.  Having a standard Init and Cmd, they don’t stand out as overly brave or obedient, but they are probably going to stick around when shots land around their feet.

The last tactical option are the Domari, the basic trooper in the Freborn force.  Mag guns and a free Micro-X are standard in Algoryn and Boromite forces, but the freeborn get an extra meat shield, I mean trooper.  The leader can be given a variety of weapons, potentially turning the unit into a squad leader delivery unit, but is not quite elite enough to carry out a job on his own once the rest of the squad are mown down. 

Let’s start with 2 Domari Squads and the Vardinari.  If we ned to we can drop the Vardanari and get a cheaper Command Squad (with only half the number of figures admittedly).

This make the opening force list:
(t) Vardanari Squad (137) = 137
(t) Domari Squad (97), Micro-X (+0) = 97
(t) Domari Squad (97), Micro-X (+0) = 97
Total = 331 points & 3 order dice.

Freeborn (and Boromites) are the only Factions so far, that are permitted 2 Support choices in a Scouting Force.  It would be rude not to utilise both of these.

The Skyraiders are fast and reasonably well armed.  Twin Mag repeaters throw out an extreme rate of fie (3 models, RoF 4 = 12 shots). Sure they probably won’t hit much unless the target is really close by, while making a nice pinging noise on anything they do managed to hit as the slugs bounce off anything but lightly armoured targets.  But with that weight of fire, they are going to kill something…  If you’re unsure the weapon upgrades ought to compensate. They are also reasonably expensive, considering we only have 169 points left and want another Support choice…

Skark!  Skark!! Skarknado!!!  The alternative to Skyraisers are the delightful Skarks.  Instead of a huge weight of fire at range, these cuties deliver a devastating number of attacks in close assault. Also, when the maximum points get to 1,000 you need a unit of these before being permitted to get the Meld Skark.  Nice and fast, but again a large chunk of points from our small resources.

Support teams are standard in most faction lists.  The more basic weapons being cheaper, but the Freeborn having access to the most variety of weapon.  It’s like these guys and gals go out looking for used weapons and repurposing them for their own use! 

The attack striker is the heaviest vehicle available to freeborn at this point limit.  MoD 2, so technically get to use it twice each turn, but it is a whole chunk of points and we’ve been there before.

So what two support weapons to go for?  Mag LS and X-Launcher are ‘free’ (except for the special ammo).  The heavier weapons (Cannons) double the cost of the unit, and usually only 1 shot.  So want to avoid putting too many points into the unit.  The Mag Cannon is only 10 points extra, so on a par with a tooled up X-Launcher, but only 1 shot, that when hits vehicles it really causes massive damage.

So, we don’t know if the opponent will be a numerous troop army or a small heavily armoured force.  So we’ll go for the Mag LS with its reasonable rate of fire and SV, and the X-Launcher with all ammo.

May as well pick the Auxiliary choice now too.
Targeter Probes, Hound Probes, Light GP Drone or Misgenic rejects.

This is reasonably easy as the Hound Probes really need Soma Grafted Ferals to be of any use, so they are out.  The Misjenic Rejects need a Nuhu. 

So Targeters or General Purpose Drone.  I think the Targeter Probes could draw fire away from units that actually cause harm to the enemy and distract them for a turn.  Plus they are cheap!

Where is the list up to now:
(t) Vardanari Squad (137) = 137
(t) Domari Squad (97), Micro-X (+0) = 97
(t) Domari Squad (97), Micro-X (+0) = 97
(s) Support Team Mag LS (34) = 34
(s) Support Team X-Launcher (34), ammo (+15) = 49
(a) Targeter Probes (20) = 20
Total = 434 points & 6 order dice.

So that’s 66 points left.   Can’t buy any more Auxiliary units or Support units.  The cheapest Tactical unit are Ferals at 73…

Hmmm…  434 points…  Drop Vardanari (-137) and get a Command Squad (111) + Ferals giving the leader a Mag Gun (76) = 484 points, and 7 order dice….   Will have more order dice than anyone else at 500 points.

16 points left.

Could give the X-Launcher a Spotter Drone to re-roll to hit (when not patch sighting), but when given a Fire order and a good roll on the D5 scatter, it will *probably* hit anyway. That and I'd like to spend the points elsewhere for not.

Perhaps give the Command HL Armour or Phase Armour (again in the errata to 1 point per model) and a shield drone to try and make them last a little longer.


This makes the final list:
(t) Command Squad (111), Phase Armour (+3), Shield Drone (+10) = 124
(t) Domari Squad (97), Micro-X (+0) = 97
(t) Domari Squad (97), Micro-X (+0) = 97
(f) Feral Squad (73), Mag Gun for leader (+3) = 76
(s) Support Team Mag LS (34) = 34
(s) Support Team X-Launcher (34), ammo (+15) = 49
(a) Targeter Probes (20) = 20
Total = 497 points & 7 order dice.

You will outnumber the enemy, but will die in the open.  X-Launcher has to fire over open sites.

So keep head down and concentrate fire on as few units as possible to rack up the pins. 

Could drop the ammo down to taking just 1 type, and freeing up 10 points…

If you’ve got an idea on how to improve this list, please let me know in the comments below.  As always, if you use a list like this, let us know how you get on.

Until next time!!

--------------

Edit:
Comment came in from the leader of the Dantrim Outriders Vardo:
"Dave, Adam here. Nice write up mate. Have you considered swapping the shield drone for a spotter and then limiting the x-launcher to just net or grip ammo and then also picking up another spotter drone for them?"

Hey Adam,
Yes, I had considered juggling some thing around to enable additional spotters, however, it would be only a single unit that could patch-sight to the X-Launcher.  Which of itself is not a problem, however patch sighting only works if the X-Launcher and the patch-sighting drone are within 20".  There would continually be a nagging compulsion to keep the Command Squad close to the X-Launcher, which again isn't a bad thing but the commander really ought to be increasing the Cmd value of the Domari.  20" can seem a long way but when striving for objectives and where cover is thin, the 20" is more of a restriction than a bonus.  Also, both Spotter Drones cost 20 points overall, which could be negated in one Lucky Hit on the command squad. 
I have found peace of mind carrying all varieties of X-Launcher ammo.  Scrambler can come in quite handy when those pesky IMTel chaps put themselves in cover.  Or scoot to make them keep their heads down. Scoot also works on Ghar...
Also, the Command Squad only having three people in it could do with increasing its survivability.
Finally, should those pesky Concord lot turn up with a Subvertion Matrix, the only unit that could be contested against is the Command Squad due to their shield drone.  One that shield drone completes its heroic duty then the entire army is free of any risk.

In summary, I would not disagree with making the change to Spotter Drones and by all means give it a go and see how it works.  The above is my rational in not taking them.


---------

Edit 2:
It has been noted that OH Weapons can use their Spotter Drone to re-roll a miss (Thanks to Tim Bancroft [from Shaltok story fame and joint host of The Freeborn Shard podcast] and also Nick Simerson [his name is in the rule book] for pointing this out.
I have therefore edited the above blog post regarding the Spotter Drones to prevent confusion for both future readers ;) .

Tuesday 24 May 2016

Concord 500 Point Force - Strike Commander Eshmael




Welcome back to our voyage around Antares on the good ship Bounty, as we sail round in circles, Listing To Port.

We have spent quite a bit of time in Ghar space over the past two posts, so probably best to return back to cultured civilisation and take a look at a Concord Combined Command 500 point force using whatever units we want.

I’d quite like to theme a list around a Concord Commander, so I’m going to start with one of those…

Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
3-4
0-1
0
0-1

At 500 points the Concord force requires at least 3 tactical choices.

The force could contain as many as 4 tactical choices, 1 support choice and 1 Auxiliary choice, giving a potential 6 order dice.  Army Options are available, with the maximum of each individual option being equal to the number of Auxiliary choices, but no more than 50 points (10% of the total cost).


Selecting the army
As noted at the start, I’d really like to build a list around my Concord Commander, Strike Commander Eshmael.  The favoured commander of one of the shards military NuHu Ehab (I’ll have to do a Nuhu force at some point soon).  I won’t be upgrading the unit just yet, but will look at other options before adding to the squad.

The second and third choice are going to be a Strike Squads as these are perhaps the most convenient units to include.  They have a variety of upgrades, but again for now, will see what other options are available.

This takes the opening force list to:
(t) Command Squad (110) = 110
(t) Strike Squad (112), Lance (+3) = 115
(t) Strike Squad (112), Lance (+3) = 115
Total = 340 points & 3 order dice.

160 points left, which could be utilised on tactical, support or auxiliary units.
So we’re looking at a fourth unit.

I’m going to check out the support options first.  Interceptor squads, Support team, Light Drones or Medium Drones. 

The Interceptor Squads mounded on their suspensor borne bikes are really fast and when tooled up with a compactor drone with support weapon, can add immediate heavy fire support in moments.  However, with only 160 points left this would leave the force with only 4 order dice.  So not a direct rejection of them just yet, but certainly unlikely in this 50 point list.

Support teams can be given either an X-Launcher or a Plasma Cannon.  The Plasma Cannon with a single shot but a high strike value, and the X-Launcher with blast or its several ammo options that have greater or lesser effect depending on the opposing troops.  The support weapon itself can be allocated a hit when shot at and will always test against a Res of 9, so they can reasonably take a hit with a good chance of staying alive, albeit with a pin for their troubles.  So not too many points to play with and this being reasonably cheap, it is sure on the possible list.

Light and Medium support drones are interesting.  Not quite as cheap as an individual support weapon, but should a drone fail a Res test it may only take damage and not be destroyed.  The Light Support is equipped with a Plasma LS with a reasonable rate of fire.  The Medium Support can be upgraded to carry a Plasma Cannon, Fractal Cannon (not something I would recommend on this drone) or a Compression Cannon.  There is not much difference between the Plasma or Compression weapons, both get left with a down order on a shooting to hit roll of a 10, but the Compression SV at short range is marginally better should you wish to get close to the enemy.

I think the Support Team with X-Launcher on balance would give the most versatile option to the force, especially if including all ammo options.  While taking the X-Launcher it is worth deciding about Spotter Drones.  The Spotter Drone in an X-Launcher team does not let it re-roll an Acc test when shooting, however it does permit the X-Launcher targeting an enemy unit within line of site to another Spotter Drone within 20” of a the X-Launcher teams drone.  As we have upgraded the Strike Teams to have Lances, it is probably worth adding Spotter Drones to these units to permit a re-roll the inaccurate lance fires.  Kills two Lavamites with one stone…

List now comprises of:
(t) Command Squad (110) = 110
(t) Strike Squad (112), Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), Spotter (+10) = 125
(s) Support Team with X-Launcher (40), Spotter (+10), Ammo (+15) =65
Total = 425 points & 4 order dice.

A fifth order dice would be really useful.  The only available options are to take either a fourth tactical choice or to take an auxiliary choice.  As all the tactical choices are over 96 points (our remaining quota) it really can only be an auxiliary choice.

The Concord auxiliary options are either targeter probes, scout probes, medical probes or the General Purpose drone.   

Targeter Probes are nice and cheap.  If they get close enough to the enemy they can be a big boost for all friendly units and a great way to increase the accuracy of X-Launchers by reducing the amount the shot lands off target by.

Scouts are interesting, as they will permit increased possibilities of patch sighting for the X-Launcher.  However, double the cost of targeter probes and only having one overhead weapon to patch sight for, probably not a wise investment.

Medical probes are double the cost of targeter probes and handy at keeping troopers alive. 

The General Purpose Drone can hold the Subverter Matrix, which would be interesting in a 500 point force.  In the previous Concord List we looked at taking a Subverter and then having a “swappable” costing the same in points.

I’m tempted to keep the points down at the moment and see what other goodies there are available, so let’s take the nice cheap Targeter Probes.

Nearing the end of the list and we currently have:
(t) Command Squad (110) = 110
(t) Strike Squad (112), Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), Spotter (+10) = 125
(s) Support Team with X-Launcher (40), Spotter (+10), Ammo (+15) =65
(a) Targeter Probe shard (20) = 20
Total = 445 points & 5 order dice.

55 points left with only 1 tactical unit option available.  So looks like we can take no further units, 5 dice looks to be the max this time.  Time to look at unit upgrades.

The Support team and Targeter Probes don’t have any upgrades worth considering immediately, although the X-Launcher could be given a batter drone if points allow at the end.

The Strike Team can upgrade Leader to Leader 2 for a second reroll, but the unit would have to be taking 6 hits a turn for that to really be worth the effort…  And once down to less than 3 figures the unit is likely to withdraw anyway. The leader can also be given Slingnet, for that extra pin, giving the unit the potential to drop 3 pins a turn.  The drawback with Slingnet being not able to affect heavily armoured opponents. 

The teams can take plasma grenades, which are useful to lay as mine fields and to an extent control part of where the fighting take place.

The Command team is similar to the regular team, but can also have a Medi Drone.

Both units can increase the number of troops in the team.  And with Acc 6, increasing the number of troopers in the Command team is tempting.  Adding 2 extra troopers would give the Command team a 5 man strong unit.


This makes the final list:
(t) Command Squad (110), 2 extra troopers (+44) = 154
(t) Strike Squad (112), Lance (+3), Spotter (+10), SlingNet (+5) = 130
(t) Strike Squad (112), Lance (+3), Spotter (+10), SlingNet (+5) = 130
(s) Support Team with X-Launcher (40), Spotter (+10), Ammo (+15) =65
(a) Targeter Probe shard (20) = 20
Total = 499 points & 5 order dice.

So effectively 3 units of 5 troopers, backed up with X-Launcher support.  It may not fare that well against heavily armoured Ghar, but should be able to hold its own against pretty much everything else.

If you’ve got an idea on how to improve this list, please let me know in the comments below.  As always, if you use a list like this, let us know how you get on.

Until next time!!

Ghar 500 Point Force - Further lists


The last list looked at was a 500 point “out of the box” Ghar force.  It’s a reasonable start but there is so much in the Ghar force that is worth exploring, which is what we’ll do here.

A 500 point Ghar list using all available options.


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
2-3
0
0
0-1

At 500 points the Ghar force requires at least 2 tactical choices.

The force could contain as many as 3 tactical choices and 1 Auxiliary choice, giving a potential 4 order dice.  Army Options are available, with the maximum of each individual option being equal to the number of Auxiliary choices, but no more than 50 points (10% of the total cost).


Selecting the army
The force can have a maximum of 4 units, so we’ll take a look at maximising the order dice in the list.

The Ghar force must take a Battle Suit Unit minimum. So that will be first on the list.  It’s quite expensive so we won’t upgrade it for now.

We have to take another tactical choice, so lets go for the Ghar Outcast unit for now.  The outcast can often be overlooked by an unwary opponent, especially if equipped with the Disruptor Cannon (which is a support weapon so any hits on the weapon are resisted with unmodified Res 10) and the unit also given plasma grenades.  Now, most units are given plasma grenades to be used in assaults, not Outcasts; they are better used making minefields to close off the enemy’s avenues of attack.

This makes the starting list:
(t) Battle Squad (184) = 184
(t) Outcast Squad (40), Disruptor (+24), Plasma Grenades (+12) = 76
Total = 260 points & 2 Order Dice.   (I believe the weapon crew are not counted as requiring the plasma grenades in the unit).

240 points remaining, with 1 tactical and 1 Auxiliary.  Let’s look at the Auxiliary choice next.

Tectorists, Wercker or Fliters.  All reasonably cheap.  The Wrecker is useful if there are lots of scenery on the board, or if you know there is going to be a host of X-Launchers firing Grip, or if you find your angry Ghar balls of death keep getting pinned down.  The Fliters are reasonable, given the levels of Ghar technology with adding to a friendly Ghar’s Acc,but only 50% of the time.  As they are probes though, they cannot be used to soak up an unfortunate timing of a distort dice appearance. Tectors give nearby friendly Ghar a boost to their shooting and because they are not probes they also make nice distort dice holders.  I normally go for the Tectorists but I am really tempted with the Wrecker to give Ghar battle armoured troopers a reroll with agility and recovery tests.  Let’s go with the Wrecker and if we need to trim some points off at the end we can swap it out.

So far we have:
(t) Battle Squad (184) = 184
(t) Outcast Squad (40), Disruptor (+24), Plasma Grenades (+12) = 76
(a) Wrecker (30) = 30
Total = 290 points & 3 Order Dice.  

There is one tactical option available. We have one battle squad which are well armed with scourer cannons able to have reasonable SV or RF or putting two pins on a unit, so they are a good choice.  Or an Assault squad that at medium ranges can force the enemy down, but suffers from inaccuracy. Their closing fire when moving into an assault can be utterly devastating, backed up by their power claw with variable SV once the fighting is up close.  A second unit of Outcasts would be interesting as they could soak up a lot of fire, but their inability to screen the large battle suits behind them is a down side.  An Outcast disruptor on its own is also a possibility, but with 210 points left seems a waste for the moment, but perhaps an option if the Battle Squad was boosted to 5 members strong.

The Outcast Command squad are the final tactical choice and they have follow, so could help pull own order dice out of the bag earlier each turn and leave the opponent to suffer the distort dice.  Being equipped with a mag lash to have 2 attacks in close combat is also nice, but there is a much more effective unit in close combat.  On balance, having 210 points left, it is probably worth going for battle armoured unit.  As the Wrecker is in the force and we’re going to want to keep suits close to this, a second Battle Squad is probably in order (sorry Assault unit, you can release your disruptor charges another day).

The closing list looks like this:
(t) Battle Squad (184) = 184
(t) Battle Squad (184) = 184
(t) Outcast Squad (40), Disruptor (+24), Plasma Grenades (+12) = 76
(a) Wrecker (30) = 30
Total = 474 points & 4 Order Dice.   26 points remaining.  If only there were a fourth tactical option to take a separate disruptor. 

The battle squads may benefit from additional help, so upgrading the unit leaders to Leader 2 each and taking an Army Option for 5 points, probably block with a guaranteed distort dice to dodge (not to *block* the distort dice, because it is not an order dice, but to keep opponent dice in the bag as long as possible).


So the final list is:
(t) Battle Squad (184), Leader 2 (+10) = 194
(t) Battle Squad (184), Leader 2 (+10) = 194
(t) Outcast Squad (40), Disruptor (+24), Plasma Grenades (+12) = 76
(a) Wrecker (30) = 30
(o) Block (5) = 5
Total = 499 points & 4 Order Dice.

Two units that can dish out real damage, a unit that can potentially look after itself and a unit that can keep the battle armour moving (or take the distort dice).


Other interesting options:
(t) Battle Squad (184), 2 extra troops (+120) = 304
(t) Outcast Squad (40), Disruptor (+24), Plasma Grenades (+12) = 76
(t) Outcast Squad (40), Disruptor (+24), Plasma Grenades (+12) = 76
(a) Tectorists (20) = 20
Total = 476 points & 4 (+1) Order Dice. 

24 points to spend on extra Ghar outcast troops or army options.  Dropping the Plasma Grenades would take the force to 452 points, which is just 2 points away from being able to add in Plasma Amplifiers for the 5 battle armoured Ghar.


Fartock at 500 points:
(t) Fartok (132) = 132
(t) Battle Squad (184) = 184
(t) Battle Squad (184) = 184
Total = 500 points & 3 Order Dice.
A tight squeeze to fit Fartok in, but being able to use Follow and remove all three dice out of the bag in one go may be an interesting tactic.

So there we have the first 500 point Ghar force without restriction of figures. 

I have found the Ghar list to be rather fun, even more so at 750 points now that support units can be taken if the force includes a Command Crawler or any High Commander figure (I’m looking at you Fartok!).

And while I gaze at Fartok and scribble down 750 Ghar lists in my notebook, you’d best be off before the list making madness takes you too!

------------------------------
Edit-
After listening to episode two of The Freeborn Shard I really wanted to have a Ghar force with plasma amps, to use them on the first turns and stop quickly across the board before the enemy can organise themselves.
With that we have:
(t) Battle Squad (184), Plasma Amplifiers (+30) = 214
(t) Battle Squad (184), Plasma Amplifiers (+30) = 214
(t) Outcasts (43) = 43
(a) Tectorists (20) = 20
(o) Well Prepared (5) = 5
Total = 496 points & 4 Order Dice.

The Freeborn Shard - Episode 2 The Ghar:
https://soundcloud.com/the-freeborn-shard/freeborn-shard-2-ghar-special

----------------------------
Until the next time!

Ghar 500 Point Force - Out of the Box


After the excitement of compiling a Concord list using what is in the main box, figured it made sense to sail around a Ghar rich part of Antares and make the next list about the Ghar.  As with the Concord list in the previous post, this aim of this list is to base it around the figures available in the main box game, so nothing too exotic, and with only 6 figures to choose from it won’t be that difficult.

It is not a competitive list, but will allow you to use everything from the box game without investing further. 

Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
2-3
0
0
0-1

At 500 points the Ghar force requires at least 2 tactical choices.

The force could contain as many as 3 tactical choices and 1 Auxiliary choice, giving a potential 4 order dice.  Army Options are available, with the maximum of each individual option being equal to the number of Auxiliary choices, but no more than 50 points (10% of the total cost).


Selecting the army
The selection of what units to take, based on the figures available in the box game is a very easy choice.
(t) Battle Squad (184) = 184
(t) Assault Squad (184) = 184
Total = 368 points & 2 order dice.

Without much many more figures the only way of increasing the force is upgrading the units and taking some army options.
Plasma Amps are going to be a must, the ability to add in extra order dice is very useful indeed.
Plasma Dumps are useful if surrounded at close range.  Also the plasma cloud makes your angry balls of death that little bit harder to hit.
The final upgrade is to upgrade the squad leaders to leader 2, which gives them slightly more survivability.

This makes the list currently:
(t) Battle Squad (184), Leader 2 (+10), Plasma Dumps (+15), Plasma Amplifiers (+30) = 239
(t) Assault Squad (184), Leader 2 (+10), Plasma Dumps (+15), Plasma Amplifiers (+30) = 239
Total = 478 points & 2(+2) order dice.

Leaving 22 points to spend on Army Options.

With the unit leaders more than likely going to be used to soak up as many hits as they can (with their Leader 2 abilities) the Well Prepared army option allowing them a +1 to their re-roll can be handy.  It is a one use only item, but if hit by a weapon greater than SV3 (like a Lance with SV4) it can potentially save the leader that turn. 

With only 2 units, having one of which pinned and down, being unable to recover the order dice is frustrating.  The Get Up army option will help out here, enabling the recovery test to pass on anything but a 10. 

The above army options take up 15 points, so the only remaining Army Option available is Block.  Putting a dice back in the bag is always handy when used at the right time.


The final list looks like this:
(t) Battle Squad (184), Leader 2 (+10), Plasma Dumps (+15), Plasma Amplifiers (+30) = 239
(t) Assault Squad (184), Leader 2 (+10), Plasma Dumps (+15), Plasma Amplifiers (+30) = 239
(o) Block (5); Well Prepared (5); Get Up! (10) = 20
Total = 498 points & 2(+2) order dice.

So there we have it, a 500 point force of Ghar made up exclusively from the items in the box game. Not the most exciting or difficult lists to put together.

The next challenge will be what to purchase for the army to increase variety.

Until the next time!

Concord 500 Point Force - Out of the Box


This is the first voyage into putting a Concord Combine Command 500 point force together.  The main these will be to base it around the figures available in the main box game, so nothing too exotic. 

It is not a competitive list, but will allow you to use everything from the box game without investing further. 

Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
3-4
0-1
0
0-1

At 500 points the Concord force requires at least 3 tactical choices.

The force could contain as many as 4 tactical choices, 1 support choice and 1 Auxiliary choice, giving a potential 6 order dice.  Army Options are available, with the maximum of each individual option being equal to the number of Auxiliary choices, but no more than 50 points (10% of the total cost).


Selecting the army

Going to ignore the Limited Choices to begin with, as need 3 other units first before permitted to take the Limited Choice. 

Based on the parameters of “what’s in the box” we’re kind of limited to Strike Squads.  At least two of them to begin with. The base cost being 112, so that’s almost half of the point allocation gone (224 spent, 276 left) and we still need a third tactical choice.

The third choice is either going to be a Strike Squad or a Command Squad (we’ll need a 4th unit later though for the Limited Choice).  There are 2 strike squads already and variety is the spice of life, however the strength of the Command Squad is its Command and Follow abilities, not to mention the Acc of 6.  However the unit cannot be upgraded to have a lance, and with only 3 squad members it is going to be attracting some unwanted attention and possibly never reaching its maximum potential.  A third Strike Squad would put 15 men on the table and the ability to take lances could put out a potential 6 pins between them.  Most forces would be hard put to absorb 6 pins in any one turn, nor cause that much disruption.

I think a third Strike Squad each with a lance just edges it taking the force up to:
(t) Strike Squad (112), Lance (+3) = 115
(t) Strike Squad (112), Lance (+3) = 115
(t) Strike Squad (112), Lance (+3) = 115
Total = 345 points & 3 order dice.

Before upgrading Strike squads it is probably worth looking at a fourth unit.
Potentially a 4th Strike Squad, or a Command Squad or a C2D1 Light Support Drone.  All available in the starter box.
We’ve looked at Strike Squads above and they can put out quite a bit of firepower, but a 4th Strike Squad would only leave 40 points to spend. 
Similarly the Command Squad would take a chunk out of the remaining points allocation.
Now, this isn’t technically a problem as 40 points could equip all the Strike Squads with Spotter Drones, which are something of a must when using lances.

However, for a bit of variety I’ll pop for the Light Support Drone with Plasma Light Support.  At almost half the cost of the other units it allows a bit of wiggle room for taking upgrades.

List now comprises of
(t) Strike Squad (112), Lance (+3) = 115
(t) Strike Squad (112), Lance (+3) = 115
(t) Strike Squad (112), Lance (+3) = 115
(s) C2D1 Light Support Drone (59)
Total = 404 points & 4 order dice.

A fifth order dice would be really useful.  The only available options are to take either a fourth tactical choice or to take an auxiliary choice.  As all the tactical choices are over 96 points (our remaining quota) it really can only be an auxiliary choice.

The Concord auxiliary options are either targeter probes, scout probes, medical probes or the General Purpose drone. 

Wanting to keep an eye on saving 30 points to give the Strike Squads spotter drones (to help with the lance inaccuracy) and with the other eye on 59 points to take a second Light Support drone in the support unit, the scouts and medical probes are just a bit too expensive.  Not only that, but there is not much for the scouts to do with there being no overhead weapons.

Choosing between targeters and the GP drone is a bit tough, as you can proxy the spotter drone figures to be targeters with opponent’s permission, but making this list in advance the permission cannot be guaranteed. 

Also, trying to squeeze in that second Light Support drone may be a bit much so will drop that idea for now…

And the spotter drones in the units are going to be a good investment, so will update the list to show:
(t) Strike Squad (112), Lance (+3), spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), spotter (+10) = 125
(s) C2D1 Light Support Drone = (59)
(a) GP General Purpose Drone / Targeter probes = (20)
Total = 454 points & 5 order dice. 

46 points left.

Not enough to acquire the final tactical choice, so will look at the upgrades for the Strike Squads.
Extra figures, plasma grenades or sling net.  I’d quite like the Strike Squads to be identical, that way the opponent will not be drawn to attack one specific unit over another.  And I am not likely to be to gung-ho with any one specific unit either and make my deployment options that bit simpler.
While pondering upgrades for the Strike Squads, may be worth checking out the upgrades for the Light Support Drone.  It can take a spotter, two shield drones, a batter drone and can be improved to self-repair.
The GP drone can be upgraded similarly to the Light Support drone, but with a Subversion Matrix too.  Difficult knowing if the Subversion Matrix will be any use or not as entirely depends on the force being faced.  However it can suck up a whole bunch of opponents order dice if things go well and in small games not being able to utilise all units each turn is a pain.

So I think a “collapsible” Subversion Matrix would be useful.  That is to say take the Subversion Matrix in the list, but should a last minute adjustment be required, have a straight forward substitution to hand.  Just so happens that a Batter drone costs the same number of points.
As for upgrading the other units, the Light Support Drone could do with some protection, so perhaps a batter drone for this too.
I have seen some people use parts of left over Subversion Matrix weapons into batter drones, so technically not using figures not available in the box game.

So where does that take the list to:
(t) Strike Squad (112), Lance (+3), spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), spotter (+10) = 125
(s) C2D1 Light Support Drone (59), batter (+20) = 79
(a) GP General Purpose Drone (20), Subversion Matrix (+20) = 40
Total = 494 points & 5 order dice. 

6 points left.  Upgrade single unit leader with slingnet?  Or a 5 point army option.  Think a 5 point army option is perhaps more flexible, with it being able to be used in more situations.
Either Block or Well Prepared as these are the only 5 point army options.  So force a dice back into the bag or a +1 to a re-roll. 


This makes the final list:
(t) Strike Squad (112), Lance (+3), spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), spotter (+10) = 125
(s) C2D1 Light Support Drone (59), batter (+20) = 79
(a) GP General Purpose Drone (20), Subversion Matrix* (+20) = 40
(o) Well Prepared = 5
Total = 499 points & 5 order dice. 
*Swap the Subversion Matrix for a Batter Drone depending on opponent.

So there we have a 500 point Concord list using only what is available in the box.

Using the batter template to move the Light Support drone forwards supported by three Strike Squads, capable of pinning many units at once.  And should the need arise the option to drop the Subversion Matrix for a batter drone, to increase protection a flank.

It is not dedicated to battle against any specific faction, but then it should not fare poorly to any one opponent either.

If you use this list or one very similar to it, I would be very interested in how it fares, so please let me know in the comments below.

Bye for now!!

Listing to Port - Sailing around Antares looking for Army Lists


A brand new blog looking at different army lists of varying points values for different factions for the game Beyond the Gates of Antares.

Climb on board the star ship Bounty as we list around the surface of Antares hopelessly going around and around in circles. Hopefully be able to visit some ports of call by picking up and investigating other people’s army lists they have shared on various forums or on Facebook groups, as well as crafting some lists ourselves.

I’m a huge fan of making army lists, it is something I have enjoyed for many years and am really thrilled by the army list composition guidelines.  Each blog post will be for a specific faction of a single points limit, with higher points lists building on previous lists.  Starting with 500 points lists all the way through to 2,000.  Investigating all the unit options and giving a rough guide on play styles and basic tactics.

I’ll be adding in limitations on the list creation too, sometimes restricted to what is available in certain sets; so that it makes lists reasonably easy to collect. My personal lists will be created around characters, building on their background and conflict styles.  So there will be something for everyone.

A word of caution though, I’m not one for writing lists that are super competitive.  I much prefer lists that have a bit of story or background to them, often coming up with ideas during the list creation process.

Finally, the lists are currently all taken from the Xilos Horizon Rule Book.  The army lists will be revisited when supplement books are released.

Anyway, while we’re here we may as well look at the Force Selector for all 6 factions at 500 points:

Faction
Tactical
Support
Strategic
Auxiliary
Min Units
Max Units
Max Limited
Concord
3-4
0-1
0
0-1
3
6
1
Ghar
2-3
0
0
0-1
2
4
1
Algoryn
3-4
0-1
0
0-1
3
6
1
Isorian
3-4
0-1
0
0-1
3
6
1
Boromite
3-5
0-2
0
0-1
3
8
2
Freeborn
3-5
0-2
0
0-1
3
8
2


When it comes to order dice, Ghar really lose out being potentially less than half the potential number of order dice available for Boromite or Freeborn.  However the offset comes when Ghar are provided with Plasma Amplifiers, which although not at all reliable (like much of the Ghar technology) can provide that much needed boost.  Although not having many order dice in the bag is a bad thing for Ghar, if they are able to pull all their order dice out of the bag in one go, it leaves the distort dice to always affect the opponent.

The Freeborn and Boromites can take a potential 8 units.  With more units comes more order dice and the possibility of distributing more pins.  However each individual unit is reasonably less well equipped than their more technological counterparts.

If you have any suggestions for improvements in the lists, please let me know in the comments.

And you’re very welcome to use the comments to request any types of list variant.

Apologies it is a bit light on pictures at the moment, this will be rectified once I start finishing off painting.