Friday 24 June 2016

Xilos Campaign - Scenario 2 - Defenders 1,000 points


So, that’s all the army lists sorted for Xilos.  Hope you enjoyed the previous set of posts for attackers and defenders for all six Xilos scenarios.

No, no.  Don’t fear, it’s not Amano Harran playing with the Stasis Key, just a little sailor joke to keep our spirits up while we’re aboard the Bounty, continuing our journey around Antares while Listing to Port.  And this Port is of particularly strong vintage today.

This time we are looking at the defenders for the second scenario Counter Attack.  This is where we’re trying to establish transmat construction sites to being down much needed reinforcement now that the Quantum Gravity array has been damaged.

The suggestion in the Xilos book is to use 1,000 points of either Algoryn, Concord or Algoryn & Concord as a combined force.  In this instance a combined force of Algoryn & Concord would consist of two 500 point armies for each respective faction.  So there are potentially three different lists that we could make.  Three lists. 


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Algoryn
1,000
4-8
1-5
0*
0-2
Concord
1,000
4-6
1-4
0*
0-2
Algoryn
500
3-4
0-1
0
0-1
Concord
500
3-4
0-1
0
0-1

In this scenario the defenders are not permitted to take any Strategic options. 


Scenario
The defending Algoryn/Concord forces are trying to establish transmat construction sites.  The defenders build the transmat by using an Order Dice to add a random number (D6) of build points to the construction.  20 points and the transmat is constructed.  Unfortunately only 1 order dice per turn can be used to build, indicating a minimum of 4 turns that we’ll have to hold out for.  Additionally the Order Dice cannot be used by a unit to make an action meaning that a unit or two that is cheap will be needed to that we can use this dice to fuel the construction. 

The Ghar are endless and each unit we manage to destroy will be plunged straight back into the fray (Command test permitting).  Each unit we lose brings us closer to being overwhelmed.  Essentially, being overwhelmed is when the Ghar have more than double the order dice available to go into the dice bag at the end of a turn. 

Finally, the Ghar could break through and destroy the transmat construction site.  This almost certainly spells defeat for the allied Panhuman forces.


Selecting the army
We’ve got three lists to do so let’s be reasonably brief.

Algoryn:
We need lots of units (to prevent being overwhelmed) that are able to cause pins (to slow the Ghar advance).  We’ll want a commander to reduce the chances of failing break tests by allowing nearby units to use his command value.  We’ll also need a cheap unit or two that will do nothing all game to allow the D6 construction rolls.  We know that the Ghar may want to try and get in close to destroy the transmat, so a close combat unit may help if the Ghar get too near.

(t) AI Assault Squad (120) = 120
(t) AI Infiltrator Squad (119), Mag Repeater (+3), Camo Drone (+10) =132
(t) AI Squad (94), Extra Micro-X (+0), Overload ammo (+15) = 109
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15) = 109
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15) = 109
(t) AI Command Squad (104), 1 extra bodyguard (+40) = 144
(s) Support Team (38), X-Launcher (+0), Grip & Net ammo (+10), Spotter Drone (+10) = 63
(s) Support Team (38) = 38
(s) Support Team (38) = 38
(s) Specialist Support Team (68), Plasma Cannon (+5), Spotter Drone (+10) = 83
(a) AI Medic Team (30) = 30
(a) Targeter Shard (20) = 20
(o) Well Prepared (5) = 5
Total = 1,000 points & 12 order dice.

The Medic Team and Targeters can almost take turns at donating their dice to the building cause.  The Ghar could come from all around so two Mag LS ought to stop us from being out flanked too badly.  The three AI squads with Overload at least put pins on Ghar Battle or Assault units.  The infiltrators could drive off any Outcasts or take out lone disruptor units.

The X-Launcher has been given only Grip or Net.  Which seems appropriate given the scenario where siting tight and hoping the Ghar don’t get too close. 


Concord:
Again lots of units and weapons that can hurt Ghar.  Commander to help with break tests and a potential Follow order to maximise fire coordination. 

(t) C-In-C Josen (134), 4 bodyguards (+88) = 222
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(s) Support Team (40), X-Launcher (+0), Grip ammo (+5), Spotter (+10) = 60
(s) Light Support Drone (59) = 59
(s) Medium Support Drone (93), Plasma Cannon (+5), Spotter (+10) = 108
(a) General Purpose Drone (20) = 20
(a) Targeter Probe Shard (20) = 20
(o) 2x Well Prepared (10) = 10
Total = 1,000 points & 11 order dice (and 4 “Well Prepared” Army Options thanks to Josen).

With Josen’s “Steady there soldier” and “Extremely well prepared” special rules most units around him have a better chance of passing break tests and therefore reducing being overwhelmed.

Seems quite right to have the Concord C-In-C leading from the front too, with this veteran helping the IMTel learn how to fight more effectively against the Ghar.

Sure, there’s nothing that could really be used to counter assault, but with all these units able to drop pins on Ghar, surely that will slow them down? 

(“It may slow them down, and don’t call me Shirley).


Algoryn/Concord Combined Force:
Two 500 point forces to align.  This is perhaps the trickiest as there has to be the minimum of three tactical options for each force.

(t) AI Assault Squad (120) = 120
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15), 2 extra troops (+34) = 143
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15), 1 extra troop (+17) = 126
(s) Specialist Support Team (68), Plasma Cannon (+5), Spotter Drone (+10) = 83
(a) Targeter Shard (20) = 20
(o) Well Prepared (5) = 5
Total = 497 points & 5 order dice
(t) Drop Command Squad (141), extra Drop Troop (+27) = 168
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(s) Support Team (40), X-Launcher (+0), Grip ammo (+5), Spotter (+10) = 60
(a) Targeter Probe Shard (20) = 20
Total = 498 points & 5 order dice

A bit of a tight squeeze but 10 units overall.  Interesting variety of units too.

Surely the Concord and Algoryn forces can organise themselves better than some lowly Guar?

Well, with the Counter Attack well underway, we can start plotting for the next Scenario.  I hear there are some relics just lying around looking for a good home.

Until next time!

Xilos Campaign - Scenario 2 - Attackers 1,000 points


In the second scenario the Ghar are fighting back, trying to prevent the abominations from erecting transmat arrays to bring yet more of their kind onto the planet.

The suggestion in the Xilos book is to use a 1,000 point Ghar force, which is similar to the suggestion for the first scenario.


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
3-5
0-2
0-1
0-2

We’ll need to take at least 3 tactical units, but we have the opportunity to take a Command Crawler and also Bomber units.  Also, we could take a Bombardment Crawler but we would need a Command Crawler first so although a nice vehicle it is probably too much for this list.


Scenario
The defending Algoryn/Concord forces are trying to establish transmat construction sites to allow them to bring reinforcements to locations where the Quantum Gravity defence field had been breached during The Drop.  The defenders build the transmat by using an Order Dice to add a random number (D6) of build points to the construction.  20 points and the game is over.  Fortunately only 1 order dice per turn can be used to build, indicating a minimum of 4 turns.  Additionally the Order Dice cannot be used by a unit to make an action, so the chances are the defenders will bring a cheap unit to power the build rolls each turn.

We can win by destroying the transmat, but that means clearing lots of enemy out of the way; or by overwhelming the enemy, which again means clearing lots of enemy units.  Essentially, the overwhelming the enemy is when the Ghar have more than double the order dice available to go into the dice bag at the end of a turn.  Having MoD units and using the Gouger Gun (to force defenders down and risk them not being able to be added back to the bag at the end phase) from the Assault Ghar will be useful.

Another part of this scenario in our favour is the Ghar’s Continuous Reinforcement rule.  If the unit is removed from battle it re-joins the battle; form turn 2 onwards – so needs Cmd tests to enter play.  This means that having large number of figures in a unit is not that important, as they will come back.  


Selecting the army
We did a lot of agonising over the list for the Ghar in the previous scenario.  It is also 1,000 points.  So will start there:
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon = 24
(s) Command Crawler (243), Plasma Dump (+5) = 248
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 997 points & 9 (+6 for Plasma Amps) order dice.

We are forced to take at least 1 Battle Squad. However, we’d like to take Gouger Guns to force the defenders down.  Also, because we know that we have to get close to the enemy to potentially destroy the transmat, we probably should take Assault Squads as a matter of course.  Tooled up with Plasma Amplifiers of course.

With the armoured suits and Command Crawler all racing to get to the transmat (first one to break it gets a cookie) I would be trmpted to take a Wrecker.  Random board edge deployment puts the hold on this though. If all the Ghar were to start on one table edge it would have been worthwhile trying to cram one in, but potentially having units on all four edges makes me not want to go with that plan.

The separate Disruptor Cannon allows an additional Order Dice, and if that gets killed then it comes back.  Same as the basic sized Outcasts.  Even the Command Crawler does not need too much upgrading.  Although the Plasma Dump we added to it in the last scenario may be even more fun to release around the defenders stalwartly protecting their transmat. 

So I’m not going to tinker with this list too much.  3 units of Ghar in armour moving 20 inches in the first turn ought to put some of the defenders on the back foot.  Try and get the Command Crawler to issue Follow orders on turn two and what could possibly go wrong? 

Remember, even if it does go wrong, there are more Ghar just waiting to get stuck in.
So perhaps not exactly exciting. 

Just note that again with the fighting probably going to be up close, Karg is not my personal choice for leading the force. 

Finally, the first turn sees half of our force turn up, which would be 5 dice.  Making the Ghar armoured squads and the Command Crawler the logical choices most times.


This makes the final list:
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon = 24
(s) Command Crawler (243), Plasma Dump (+5) = 248
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 997 points & 9 (+6 for Plasma Amps) order dice.

With that, time to turn our attention to the defenders. 

Until next time!

Friday 17 June 2016

Xilos Campaign - Scenario 1 - Defenders 1,000 points


The first scenario is The Drop and the previous post we looked at what the attacking Algoryn may take.  This time let us see how the Ghar may select their forces to defend Xilos from the abominations!

The list will select one of the 1,000 point Ghar force defending one of the Quantum Gravity Generators which are shielding the planet of Xilos from the threat of direct planetary assault.  This scenario requires the Ghar to prevent attacking Algoryn from dealing enough damage to the objective and generally prevent them from getting too close.


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
3-5
0-2
0-1
0-2

We’ll need to take at least 3 tactical units, but we have the opportunity to take a Command Crawler and also Bomber units.  Also, we could take a Bombardment Crawler but we would need a Command Crawler first so although a nice vehicle it is probably too much for this list.


Scenario
The scenario forces only permits half of the Ghar units to be set up at the beginning of the game.  Therefore we’ll want 4 reasonably strong units that aren’t going to be destroyed on first turn should the Drop Capsules get too close.  So we’ll aim for at least 8 units, maybe 9 to permit the Command Crawler starting on the table.

The Algoryn can win the game by destroying the Quantum Gravity Generator.  To do this they will need infantry units getting into contact with the objective for a number of turns.  Unit for unit the basic Ghar Battle Squad with a Plasma Amp ought to outperform any regular Algoryn unit.

The random nature of the Drop Capsule deployment could result in a long walk for the Algoryn.  It could also result in a long walk for the Ghar.  Therefore it makes good sense to take the Plasma Amplifiers to off-set any long walking. 


Selecting the army
Requiring three tactical choices it makes reasonable sense to take three Battle Squads, upgraded with Plasma Amplifiers.

The fourth unit I’d really like to take a Command Crawler to open the possibility to take Bombers.  Also, to beef up the Command Crawler and prevent that odd shot from destroying it, we’ll upgrade it to a High Commander.

We will then need four other units.  Tectorists and Flitters are nice and cheap.

That would leave a squad left, where we’ll pick Outcasts.

This gives us a good base on the table to start and plenty of pinning power:
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43), Disruptor Cannon (+24) = 67
(s) Command Crawler (243), High Commander (+20), Plasma Amp (+10) = 273
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 1,169 points & 9 (+6 for Plasma Amps) order dice.

A bit too many points. 
I’d really like to keep the 3 Battle Squads and Command Crawler.  So the Bombers will have to go.
Total now 1,022.

The Command Crawler does not need to be given a Plasma Amp as it is already MoD 2.  It’s nice having MoD 3, but may be a bit over the top given the lack of points available.

Now down to 1,012 points.
This would leave only 7 units though, so have to split out the Outcasts and their Disruptor Cannon.

Still have to shed 12 points from somewhere.  Either Flitters or High Commander. 

9 units is not so bad, as the force would have to deploy half (rounded up) which would have 5 order dice units on the table.  Which I would take as being the three Battle Squads and Command Crawler, which is a potent force to be reckoned with even if the opponent was reasonably well organised to start off with. Does mean that we do not have the safety of the High Commander though.

So now we have
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon = 24
(s) Command Crawler (243) = 243
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 992 points & 9 (+6 for Plasma Amps) order dice.

The last 8 points could take two crew for the Disruptor Cannon, or boost the Outcast Unit or take an Army Option.   But I think I’ll sneaky and take Plasma Dump for the Command Crawler.  If the Algoryn are all going to be huddled up in one place near the Quantum Gravity Generator, then a dose of hot plasma ought to teach those abominations a thing or two about opposing the mighty Ghar.


This makes the final list:
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon = 24
(s) Command Crawler (243), Plasma Dump (+5) = 248
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 997 points & 9 (+6 for Plasma Amps) order dice.

Starting with 5 dice on the table being 3 Battle Squads and the Command Crawler – But a possible 8 dice in the bag if using the Plasma Amps on turn 1.

That ought to put whatever manages to land onto the table onto the back foot from the beginning of the game.

Next time we’ll look at the attackers for the Second Scenario, Ghar again…

Until next time!

Xilos Campaign - Scenario 1 - Attackers 1,000 points


So the next set of lists were going to be 1,000 points of each faction.

That was until The Battle for Xilos book (the first expansion) hit the doormat.

The plan is to make lists using the suggested points values for each of the attackers and defenders for every scenario.  Where the points values can vary (such as the Ghar in scenario 3) I will do suggested lists for all alternatives.

The first scenario is The Drop.  The story is Algoryn utilising Drop Capsules to land on the surface of Xilos and destroy (by touching) the Quantum Gravity Generator objective.  

We also know that the scenario is going to be fighting against the Ghar Empire faction, so we can pick units and options to try and counter them as best we can.


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
4-8
1-5
0*
0-2

Normally the Alroryn would be permitted to take up to Strategic options. However the Drop Capsules are too small and can only hold tactical, support or auxiliary units.

There are 4 mandatory tactical and 1 mandatory support options.


Scenario
The scenario requires the Algoryn player to get infantry (or mounted units that have dismounted) into base contact with the objective building.  During each turn the unit has at least one model touching the objective building it deals an amount of damage equal to the number of figures in the unit.  Deal 20 damage and the game is pretty much won.  The challenge is all about what units turn up on the board, which units miss the landing site and take a turn or two to arrive or which units are blasted out of the sky and become casualties before they even touch the ground.

All while being shot at by Ghar.

The Drop Capsules are assisted in their landing by being joined with Support Drone Landers and Descent Defence Drones.  For every three units of Algoryn, we get a Support Drone Lander and a Descent Defence Drone, the latter only being of use during The Drop (a mini-prequel game).

To maximise the number of Support Drone Landers and Descent Defence Drones we’ll be looking for at least 9 Algoryn units in the 1,000 point force.

The list therefore must contain plenty of infantry units able to deal damage.  Fast units would be useful.  Support weapons would be great but may find themselves isolated.  Units that do not hit the drop zone arrive on the second turn and require command test to turn up.  Good command is required.  A general to lead this army trough the withering hail of Ghar disruptor fire with a proven history of successes against the Ghar. 

This army needs not just any General, but General Tar Es Janar…


Selecting the army
For me, this scenario is crying out for the Algoryn to be led by the inspiring General Tar Es Janar.  With his Strategic Genius ability, coupled with a Cmd of 10, any units in Drop Capsules that miss the initial landing point would have to test to arrive on the table from turn 2.  Normally testing on 8 is not a problem, but speed counts in this scenario.  Get units onto the board and take out the Quantum Gravity Generator.  Additionally his Vertex Mace allows us to use his Command value to any other unit with a spotter drone, so we’ll have to take spotters throughout too to keep the AI passing their order tests.  We’ll permit the General some bodyguards so he isn’t too lonely in his Drop Capsule.

We know Ghar are going to be around, possibly wanting to get close in too.  AI Assault Squads could deter the Ghar from getting too close.  With their D-Spinners and short range Mag Repeaters, they could encourage the Ghar to not close too quickly and possibly buy other units a turn of damaging the QG Generator.  We cannot take more than one AI Assault unit at the moment as we have no AI Assualt Command Squad, we’ll see how that gets on though.

We want to be able to deal as much damage to the QG Generator too.  Units can be given any order and still cause damage, so long as one model from the unit is touching the QGG objective.  A unit of AI Infiltrators with Camo drone could sprint as fast as they can to start inflicting damage.  The drop to a Down order and prevent being shot at from ranges over 10”.  The Ghar will want to close, but hopefully the AI Assault Squad may be close by to give the Ghar something to think about.

We’ve taken some rather expensive units so far, so next I think a regular AI Squad is in order.  Give the unit two Micro-X Launchers along with Overload ammo and they could be dropping pins on Ghar battle armoured units.  Also, the unit contains 5 figures, so if they get in contact with the objective that’s 5 damage they can cause.

Again though, units of over 100 points each.  Time for some cheap filler units to get us to the minimum 9 units we want.  Plus, there are 5 support choices to fill…

Not knowing where the Drop Capsules will land is difficult to plan, but if you take enough equipment you keep options open.  With that in mind, I think 2 Mag LS teams backed up by a single X-Launcher with all ammo options ought to cover most eventualities.  A Plasma Cannon for deterring heavier armoured defenders.

Finally for the support choices a unit of AI Intruder Skimmers with a Compacted Mag Cannon.  They’ll be quick and may get a turn or two damaging the objective, but can also pop out a Mag Cannon to scare of any Command Crawlers that may wander too close.

There are two auxiliary choices to fill, so perhaps the Medic Team to help reattach any limbs that may go missing, along with a unit of Targeter Probes to just annoy and distract the Ghar.

I’ve lost count of all those units.  Let’s see what they look like so far:
(t) General Tar Es Janar (105), 4x Bodyguard (+80), Spotter Drone (+10) = 195
(t) AI Assault Squad (120), Spotter Drone (+10) = 130
(t) AI Infiltrator Squad (119), Mag Repeater (+3), Camo Drone (+10) =132
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15), Spotter Drone (+10) = 119
(s) Support Team (38), Spotter Drone (+10) = 48
(s) Support Team (38), Spotter Drone (+10) = 48
(s) Support Team (38), X-Launcher (+0), all ammo (+15), Spotter Drone (+10) = 63
(s) Specialist Support Team (68), Plasma Cannon (+5), Spotter Drone (+10) = 83
(s) Intruder Skimmer Squad (106), Compacted Mag Cannon (+25), Spotter Drone (+10) = 141
(a) AI Medic Team (30) = 30
(a) Targeter Shard (20) = 20
Total = 969 points & 11 order dice.

So, that was pretty close to the 1,000 limit and we’ve also got the 9 Drop Capsules.
Now to add more stuff and shake out stuff that isn’t useful.

The objective of the game is to take out the Quantum Gravity Generator with infantry (or mounted units that have dismounted).  This is after The Drop where units could be taken out.  If we lose just 1 of the 4 infantry units, it kind of puts us on the back foot. 

I’d really like another basic AI Squad as taken earlier.  That will be 5 infantry units and brings a bit more comfort. But something has to go to take its place.

The Targeter Shard are helpful in hitting the enemy, but cannot damage the QGG Objective.

The AI Medic Team can help keep a few people alive, but we want to batter the objective to pieces as quickly as possible.  The sooner it is down the sooner units can pull away to safety, or at least as safe as one can get on a Ghar infested jungle planet…

The removal of these units takes us to 919 points.  Something else has to go.  Either Intruders or a Support team. 

I’m going to keep the Intruders because these have a Mag Cannon and also can move really quickly.

So, let’s see how we get on by dropping the Plasma Cannon too and putting in an AI Squad.
(t) General Tar Es Janar (105), 4x Bodyguard (+80), Spotter Drone (+10) = 195
(t) AI Assault Squad (120), Spotter Drone (+10) = 130
(t) AI Infiltrator Squad (119), Mag Repeater (+3), Camo Drone (+10) =132
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15), Spotter Drone (+10) = 119
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15), Spotter Drone (+10) = 119
(s) Support Team (38), Spotter Drone (+10) = 48
(s) Support Team (38), Spotter Drone (+10) = 48
(s) Support Team (38), X-Launcher (+0), all ammo (+15), Spotter Drone (+10) = 63
(s) Intruder Skimmer Squad (106), Compacted Mag Cannon (+25), Spotter Drone (+10) = 141
Total = 995 points & 9 order dice.

That gives 5 infantry units to potentially deal damage to the QG Generator. 

The support teams should give enough firepower to assist the landed infantry complete their objective and the Intruder Skimmers can hopefully plug any gaps.

With 5 points left the army option Block would fit well.


This makes the final list:
(t) General Tar Es Janar (105), 4x Bodyguard (+80), Spotter Drone (+10) = 195
(t) AI Assault Squad (120), Spotter Drone (+10) = 130
(t) AI Infiltrator Squad (119), Mag Repeater (+3), Camo Drone (+10) =132
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15), Spotter Drone (+10) = 119
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15), Spotter Drone (+10) = 119
(s) Support Team (38), Spotter Drone (+10) = 48
(s) Support Team (38), Spotter Drone (+10) = 48
(s) Support Team (38), X-Launcher (+0), all ammo (+15), Spotter Drone (+10) = 63
(s) Intruder Skimmer Squad (106), Compacted Mag Cannon (+25), Spotter Drone (+10) = 141
(o) Block (5) = 5
Total = 1,000 points & 9 order dice.

15 Drop Capsules to take into the Mini preliminary game, 3 of which could provide support weapons in the actual battle as Support Drone Landers.

9 Units that could cause damage to the objective.
Some weapons that can hurt Ghar.
What could possibly go wrong?

Into the Capsules chaps!!!

Xilos Release Special - 500 points Rebel Ghar - Fartok


“Karggggggggg!!”
The yell from the ramshackle Battle Armour tore through the sound of battle.  Karg turned to see his adversary, the thorn in his side that was almost as cunning as he…  Fartok…

A second helping of Xilos Builders Awake army list looking at, this time in the Rebel Ghat list taking Fartok is mandatory.

We’ve already had a look at the list previously, so not going to look too much at the units, more list writing.


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
4-10
0-1
0
0-1

First things first, we have to take a Fartok.  And then three other tactical units.  Then we can go nuts.  Want this to be an elite force (or as elite as 500 points will permit).

Also, because Fartok is a Limited Choice and the other Battle Armour units are also Limited Choice we’re probably not going to get two units of the armoured Ghar into the list.


Selecting the army
Fartok first.  He’s MoD2 (if you look carefully enough) and can have bodyguards.  He’s capable of looking after himself, but is worth a chunk of points to take 2 other suits otherwise he’ll probably be quite lonely.  Because we’ve taken Fartok we don’t need to worry about other commanders either. 

Then we’ll add 3 of Fartok’s finest Black Guard.

Scores on the board please…
(t) Fartok (179), 2xBodyguards (+170) = 349
(t) Outcast Rebel Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X (0) = 70
(t) Outcast Rebel Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X (0) = 70
(t) Outcast Rebel Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X (0) = 70
Total = 559 points & 4 order dice (well technically 5 with Fartok’s Plasma Amp)

We’re gone and overshot a bit. We can’t just drop one unit, because Fartock being a limited choice we need 4 units, also the minimum tactical choices for Rebels is 4.

So let’s drop two of the Black Guard and replace with a regular outcast unit and also a separate Ghar Disruptor team.  This keeps us at 4 units.

So, after some tinkering we have:
(t) Fartok (179), 2xBodyguards (+170) = 349
(t) Outcast Rebel Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X (0) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Disruptor Team (26) = 26
(o) Block (5) = 5
Total = 499 points & 4 order dice (well technically 5 with Fartok’s Plasma Amp)

You know, I don’t think I want to tinker with this list.

It has Fartok.  It has Black Guard.  It has regular Ghar.  It has a Disruptor.

It seems a nice blend of natural Ghar instinct peppered with Fartok’s hastily pulled together resources.  So background wise it really appeals to me.

PLUS, I would only need to buy a Fartok figure to add to the list form the other Ghar Rebel list.


This makes the final list:
(t) Fartok (179), 2xBodyguards (+170) = 349
(t) Outcast Rebel Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X (0) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Disruptor Team (26) = 26
(o) Block (5) = 5
Total = 499 points & 4 order dice (well technically 5 with Fartok’s Plasma Amp)

Phew.  That list kind of wrote itself.  Like it when that happens.  Although this is probably due to the constriction of Fartok and chums taking the majority of the points.  I’m certain higher value lists will not be quite so straight forward.

Until next time!!

Xilos Release Special - 500 points Ghar Renegades


That disturbance seems to have passed and the IMTel is back connected again, this time with improvements. 

The brand spanking new Ghar Outcast Rebel list is our treat for today.  And because it’s such a treat I’m going to end up going over the top and having far too much fun.

I’ve not had that much chance to really tinker and ponder with this list at all, so let’s get stuck in.


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
4-10
0-1
0
0-1

Do not adjust your screens, that’s right, up to ten tactical choices.  A potential 12 order dice in a 500 point army, which would outnumber everyone else, twice in some cases.  The Support and Auxiliary are what we have become accustomed to seeing.

Having a quick look through the list two things stand out.  Lots of different tactical units along with having support weapons as tactical choices, and can only squeeze two Battle Armoured units.  So, what are we going to take...?

Other things to note are the low Cmd and Init.  Low Res (they will die when shot at).  Low Str (don’t ask them to open that pickle jar).  On the bright side they are cheap, have good Ag and can shoot as well as any stinking filthy Algoryn…

All the Rebels have a special rule too, surprisingly called “Rebel”.  They have a strength in numbers these guys, so make the numbers count.


Selecting the army
With 10 tactical choice slots and 8 different unit types, we’re rather spoiled for choice.  Lets have a quick skim through the tactical options and get some ideas for a theme:

Outcast Rebel Command Squad.  The Commander has all the usual trimmings we’ve come to expect, Command, Leader, Follow and rather interestingly Hero.  Not that he is much of a Commander as he shares the same Cmd and Int of the other squad leaders, nice to have non-the-less.  Mag guns are the weapon of choice for these guys, looted form the bodies of fallen enemies, along with Reflex Armour.  Armoured Outcasts?  Yes indeedy.  The squad can be upgraded to include those nasty Mag Lashes to remind them of their roots while laying into some other poor unfortunate, and plasma grenades (that appear to take the form of some adorable little creature native to Xilos).

Next in the list is quite exciting, Outcast Rebel Commander in Battle Armour.  Proper Ghar in their natural war like form.  He’s on his own though, unless you add in up to two bodyguards.  Standard Battle Armour configuration with Scourer Cannon, but can upgrade to take plasma claws.  Finally he is Cmd 9 so will boss the nearby Rebels somewhat more reliably than allowing the rabble to sort themselves out and can be upgraded all the way to High Commander.  You can’t have enough re-rolls.

The Outcast Rebel Black Guard are Fartock’s most experienced and loyal fighters.  Equipped with looted weapons like Mag Guns with the option to has a plasma carbine, plasma lance (and we know how fun these can be) and also a Micro-X launcher.   The squad has six guys in it and can be doubled in size, but with the line of sight rules and Ghar falling over themselves, tempted to keep units to six for now.

Outcast Rebel Squad on the surface of it look very similar to the standard Outcast Unit in the Ghar Empire list, 6 guys with the option of a big gun.  But these guys can also upgrade to Mag Guns and Reflex Armour, although that would make them more expensive than the Black Guard option above.

The lone Outcast Rebel Disruptor Cannon Team makes an appearance too.  Just like the one in the Ghar Empire list, but with the option to armour.

Then there are two support weapons (in the Tactical Options) of Mag Cannon and Mag Light Support.  These Rebels have gotten their hands on some pretty tasty kit.

Lots of things to think about there.  A boss in Battle Armour.  Lots of guys either poorly armed and armoured or go for upgrading them.  Support Weapons like the Mag Cannon and Mag LS.  As we only have 500 points I’m tempted to not include many, if any Battle Armoured Ghar for now.  Let’s take a look at the Support options…

Outcast Rebel Battle Squad.  The big balls of death are back, along with the Assault Squads and Bomber Squads. However, only as special choices and also Limited Choices.   So in 500 points we’d be lucky to get more than 1 unit in.  Anyway, the upgrade options are similar to the Ghar Empire versions.  Also, these chaps do not have the Rebel rule.

Another familiar face making an appearance is the Outcast Rebel Attack Scutters, again similar to the Ghar Empire list and also missing the Rebel rule.

Final special option is the new Outcast Rebel Creeper.  The more reliable versions in Fartock’s force are made from broken down bits of Algoryn Scout Skimmers, with plasma reactors firmly nailed on for that delightful MoD2 touch.  This beauty’s plasma reactors can also be amplified, and turning it into a veritable Greece Lightning.  Armed with Mag LS (or a Mag Cannon) this model is certainly making me want to build a force around it.  I’m just picturing hundreds of Ghar Rebels running over sand dunes mixing with these Rebel Creepers in close support…

Anyway, there are more units in the Auxiliary part to look at next.  The Tectorists and Flitters are back, and the Tectorists have Rebel rule too – which has some useful applications.

Flitter Bombs.  Everyone loves Flitters.  Everyone loves bombs.  What’s not to love about Flitter Bombs?  They have a reasonable chance of exploding and causing a hit (and an all-important pin along with a second pin for being disruptor).  If they don’t explode immediately, just wait longer.  Random SV could mean it is a game winner.  A useful contraption to take out and pin important low figure count enemy units.  Wave after glorious wave of Flitter Bombs impacting on the enemy.

Right, after that dreamy bit back to the final Auxiliary choice, the Wrecking Squad.  These chaps have all the trappings of the Ghar Empire Wrecker vehicle, but none of the vehicle.  Just angry Rebel Ghar, with giant crushing Wrecker Claws.  Bad attitude, big trouble.  Reasonably handy in hand to hand and can keep the vehicles and Battle Armour upright and pointing in the right general direction.

That’s a lot to think about.  But my mind is drawn to the Creeper.  I’ve got to take a Creeper.  Backed up by lots of Ghar Infantry and a mix of support weapons…  Hmmm… 6 infantry, 3 support weapons and a Creeper to start I think…

This make the opening force list:
(t) Outcast Rebel Black Guard (61) = 61
(t) Outcast Rebel Black Guard (61) = 61
(t) Outcast Rebel Black Guard (61) = 61
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Disruptor Cannon Team (26) = 26
(t) Outcast Rebel Mag Cannon Team (36) = 36
(t) Outcast Rebel Mag Light Support Team (26) = 26
(s) Outcast Rebel Creeper (88) = 88
Total = 506 points & 10 order dice (don’t forget the Creeper is Mod2).

Well, that wasn’t a bad guess.  Just over the 500 point limit.  So what don’t we need, what can be trimmed?

I’d like to upgrade the creeper to have a Mag Cannon and give it a Plasma Amplifier too.  So let’s firstly ditch the Mag Cannon Team (-36) and have the Creeper upgraded (+20), leaving a running total of 490.

We’re going to have to drop another unit I think folks.  As the options to upgrade on the Black Guard are just so irresistible.  A carbine for the leader, a Lance and a micro-X are too much fun to miss out on, and at 9 points a squad we’ll need to find 36 points from somewhere. 

And the Creeper unit can have more Creepers in it too.

Decisions, decisions.

If we ditch a regular Rebel squad and a Black Guard Squad…  That’s 110 to play with.  Only needing 18 to upgrade the remaining Black Guard and leaving around 100 left to play with.

So, after some tinkering we have:
(t) Outcast Rebel Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X (0) = 70
(t) Outcast Rebel Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X (0) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Disruptor Cannon Team (26) = 26
(t) Outcast Rebel Mag Light Support Team (26) = 26
(s) Outcast Rebel Creeper (88), Second Creeper (+88), Plasma Amps (+20), 1 Mag Cannon (+10) = 206
Total = 496 points & 8 (or 9 with Amps) order dice.

No Command Squad and no Auxiliary choice though…  Does it matter?  I really don’t know.
8 (or 9 with Amps) order dice is quite a formidable number in 500 points.  And with two MoD 2 figures that can lay down a lot of fire…

Do I want a command team?  3 figs with Cmd and Int matching the leaders of my units?  I’d have to drop a Black Guard Squad, or a Rebel Squad along with something else.  I could drop a Creeper.  

Hmm…  For now I think I’ll leave out the Command Squad.  I may regret it, but will see how it goes.

Tectors, Flitter Bombs, Wrecking Squad…   The Tectors may help me rolling to hit with the Creeper’s weapons (and the Tector Rebel rule may be useable to aid other Rebel units too).  Flitter Bombs, who doesn’t love Flitter Bombs? But once used that dice is out of the bag.  Flitters (the plain boring vanilla ones) can’t be used as a Distort Dice soak and they have to flit about and don’t make a pleasing banging sound when they explode…

The Wrecking Squad are quite expensive points wise and although handy in combat, their secondary (or primary?) use would be to help the two Creepers. Tempting, but not tempting enough.

Right, going to drop the Mag LS for the Tectors.  Gives 10 points to play with…

And I want 16 points more to bring the Mag LS back in the list.

I could drop the Amps from the Creepers, but the threat of a MoD3 at 500 points and the potential to dish out 9 Mag LS shots and 3 Mag Cannon shots is just so delicious.  Even if it is only for a single turn. But that 20 points could fuel a Mag LS of its own, or a second Disruptor Cannon, for potentially 6 turns.

You know, I’m going to drop the Plasma Amps.  They free up 20 points and would permit a second Disruptor Cannon, which while still active adds an order dice into the bag and can drop two pins on a unit in a single shot.

It also gives me the option to tinker once I get my hands on these little guys and play a few games.


This makes the final list:
(t) Outcast Rebel Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X (0) = 70
(t) Outcast Rebel Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X (0) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Disruptor Cannon Team (26) = 26
(t) Outcast Rebel Disruptor Cannon Team (26) = 26
(s) Outcast Rebel Creeper (88), Second Creeper (+88), 1 Mag Cannon (+10) = 196
(a) Tectorist Scouts (20) = 20
Total = 496 points & 9 order dice.

Lots of Ghar units.  Each individual unit will probably take plenty of casualties, but there is another Ghar unit ready to take the place of the fallen Ghar.  The enemy can only shoot a limited number of units a turn.  Backed up with Tectorist Scouts to hopefully make the shooting slightly more accurate.  There certainly appears to be a quality in having quantity…

But what is a Rebel List without the Rebel Fartok?!