Friday 3 June 2016

Algoryn - 500 Point Force


ALGORYN!!!

Wow, only two of the initial factions in the book to look at (as 500 points at least, plenty more lists for 750, 1000, 1250 etc etc).

And with the choice of Isorian or Algoryn left, the coin flip came up Algoryn. 

So, initial thoughts about Algoryn are that they are not the most technological advanced but have some nice little tricks up their sleeve.  Command and Initiative values are average compared to the other factions, pretty much like the rest of their stats, average.  Fortunately they have a little bit of something extra in each squad to make up for it.


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 Algoryn 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 6 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
The first thing to note about the Algoryn is that they have two reasonably similar Limited Choices in the tactical part of the list.  The AI Command Squad and the AI Assault Command Squad.  Both have the formidable plasma carbine (for pinning those dreadful Ghar suits) and identical stats.  The only difference in the units being the D-Spinner for the Assault Squad (and if taking more than 1 unit of AI Assault Squads then AI Assault Command Squads are needed, but at 500 points 1 unit of these chaps will do).

The humble AI Squad is the most basic and cheapest of the Algoryn tactical choices.  Regular squad has Mag Guns and a single Micro-X Launcher, with the option to take a second weapon upgrade for free (another Micro-X Launcher or a Mag Repeater).  Micro-X Launchers can be fired just like a Mag Gun (at certain ranges, to make dice rolling quicker) or fired OH with a longer range, blast and critically ignore cover.  These squads are the backbone of the Algoryn force, unless taking an AI Assault Command Squad, which would unlock multiple units of…

AI Assault Squads are close range unit.  They can put out a lot of fire with their Mag Repeaters but can tear single heavily armoured units with their D-Spinners.  If not tearing something up with the D-Spinner they are able to use it to boost their own Res, improving the likelihood of survival in hand to hand.

The final unit is the AI Infiltrator Squad, where the ladies are equipped with the short range Mag Repeater.  These come with a Spotter Drone as part of the base unit cost.  The special surprise for this unit is the options including a Camo Drone and different grenades.  Although my favourite unit is the Boromite Work Gang with Heavy Tractor Mauls, this is a close second.  The minis are so full of character and it’s great to see Algoryn females get stuck into defending the Prosperate from invasion.

So from these I don’t want to take more than one AI Assault Squad, so may as well take just the regular AI Command Squad, a regular AI squad and a AI Infiltrator Squad.

This make the opening force list:
(t) AI Command Squad (104) = 104
(t) AI Squad (94), Mag Repeater (0) = 94
(t) AI Infiltrator Squad (119), Mag Repeater for Leader (+3), Camo Drone (10) = 132
Total = 330 points & 3 order dice.

Hmm…  A single support choice.

Intruders?  Support Team?  Or Avenger Skimmer?

With 170 points left I’d like to sneak in a fourth tactical choice. 

The Intruders are fast, but with more Mag Repeaters.  The Avenger is MoD2, but costly especially when upgrading weapon option.

Again in this list we find ourselves not knowing who the opponent will be.  The stalwart X-Launcher with all ammo flavours is my usual go-to option in these instances.


Just before we ponder about upgrading units further or taking a fourth and final tactical choice, let’s
ponder the Auxiliary options.

Targeter Probes, Scout Probes or Medic Team.  Scout Probes would be redundant at the moment with the lack of OH for patching with.  We could give the AI Command Squad a Medi Drone if we wanted the Medic Team, which sort of does the same thing, so I’m going to pop for the Targeter Drones.  Cheap and an order dice in the bag.

So, where are we up to now..?
(t) AI Command Squad (104) = 104
(t) AI Squad (94), Mag Repeater (0) = 94
(t) AI Infiltrator Squad (119), Mag Repeater for Leader (+3), Camo Drone (10) = 132
(s) Support Team with X-Launcher (38), all ammo (+15) = 53
(a) Targeter Probes (20) = 20
Total = 403 points & 5 order dice.

97 points remaining is enough to squeeze in a second AI Squad but not the AI Assault Squad.

We could add in the second AI Squad, swap the Command Squad for the AI Assault Squad, drop the Camo Drone and limit the X-Launcher to have only 1 ammo option…
(t) AI Assault Squad (120) = 120
(t) AI Squad (94), Mag Repeater (0) = 94
(t) AI Squad (94), Mag Repeater (0) = 94
(t) AI Infiltrator Squad (119), Mag Repeater for Leader (+3) = 122
(s) Support Team with X-Launcher (38), one ammo (+5) =43
(a) Targeter Probes (20) = 20
Total = 493 points & 6 order dice.

But this just doesn’t feel right to me.  I like my Infiltrators to have Camo Drone and my X-Launcher to have ammo options.  Also the loss of the AI Command Squad means no plasma carbines.

It does permit the force to have a good solid core of 2 AI Squads which are flanked on either side by the Assault and the Infiltrators.  I’d be tempted to change the Mag Repeaters from the AI Squads to Micro-X Launchers too as these would be more of a mobile long range firebase supporting the X-Launcher.

However, I want to keep the AI Command Squad.

I could drop the Infiltrators to take the AI Assault Squad…
(t) AI Command Squad (104) = 104
(t) AI Assault Squad (120) = 120
(t) AI Squad (94), additional Micro-X Launcher (0) = 94
(t) AI Squad (94), additional Micro-X Launcher (0) = 94
(s) Support Team with X-Launcher (38), all ammo (+15) =53
(a) Targeter Probes (20) = 20
Total = 485 points & 6 order dice.

This is quite tempting, for as much as I like the Infiltrators, they have the same ranged weapons as the Assault Squad, but not the hand to hand capability and potential survivability when it get a bit close and personal.

Would leave 15 points for one AI Squad to take Overload Ammo for X-Slings and Micro-X Launchers; or possibly some Army Options.

I don’t think it is worth taking spotters, in case the Concord turn up with a GP Drone with Subverter Matrix, since not enough points to give one to the X-Launcher support team and also one to patch through to on another team, although the re-roll to hit on the OH shots could be useful.

This has been the trickiest list so far.   A battle between wanting to have all 6 dice (as I’d like to outnumber the enemy in these small games) and also wanting to take units I like compared to squeezing everything in.


This makes the final list:
(t) AI Command Squad (104) = 104
(t) AI Assault Squad (120) = 120
(t) AI Squad (94), additional Micro-X Launcher (0) = 94
(t) AI Squad (94), additional Micro-X Launcher (0) = 94
(s) Support Team with X-Launcher (38), all ammo (+15), Spotter Drone =63
(a) Targeter Probes (20) = 20
(o) Block (5)
Total = 500 points & 6 order dice.

So that’s 6 dice in 500 points.  With 3 units of 5 reasonably armoured troops.

Would be a case of moving forward with a reasonable line, then allowing the Assault unit to strike from cover against a non-close combat enemy unit.  All the while hoping that all your blast templates and Net ammo can pin the units around the melee to keep the Assault troops alive.

But as the AI will have engaged the enemy by that point, I doubt any plan would last much beyond turn 1…

Until next time!!

(Which will probably be Isorians, Isorians with a Nuhu…)

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