Friday 17 June 2016

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!!!

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