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!

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