Tuesday 24 May 2016

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.

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