Tuesday 24 May 2016

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!

No comments:

Post a Comment