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!

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