Friday 1 July 2016

Xilos Campaign - Scenario 3 - Exploration


Brace yourselves folks…  **WOOSH**  That’s right, another campaign week speeding by.  Time for another set of lists for me to consider taking down to the surface of Xilos.

An unusual set of lists this time however.  The suggestion in the book states Exploration scenario can be played between 3 and 5 players (well, 2 and 5 players but 3 looks more fun).  As such the Explorers can take forces of 750 points, the explorers being Concord, Algoryn, Mercenary Boromites and Mercenary Freeborn.  The fifth faction being the Ghar with a variable points limit depending on the number of Explorers, essentially the Ghar get half the points available to the total amount of the Explorers.


Force Selector
Faction
Points
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Algoryn
750
4-7
0-3
0
0-1
Concord
750
4-6
0-2
0
0-1
Merc Boromites
750
4-8
0-4
0
0-1
Merc Freeborn
750
4-7
0-3
0
0-1


Faction
Points
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Ghar – 750
750
2-4
0-1
0
0-1
Ghar – 1125
1125
3-6
0-3
0-2
0-2
Char – 1500
1500
4-8
0-4
0-3
0-3

Boromites could potentially take the most numerous of units.

A common theme is a minimum of 4 tactical choices for all factions.

The Ghar with 1125 would use the Battle Force as this fits within the point value bracket.


Scenario
This scenario is all about the Explorers trying to capture relics left behind by the ancient Builders.  Infantry and dismounted mounted infantry are able to pick up the relics and move them off a friendly board edge, or failing that just having possession of the relic.  This means fast moving infantry which are able to handle themselves in a fight.

The Explorers get to start the game on the table, so no worrying about being delayed, unless there isn’t room to set up some units. 

The Ghar are out to stop the Explorers from capturing relics and to do what Ghar do best, cause mayhem.  It is the Ghar player that places the relics around the table before the deployment (I feel inclined to place the relics in two distinct groups, both equally distance between two pairs of Explorers, so that the Explorers end up bickering with each other.  Also makes the Ghar’s job a bit easier to concentrate their efforts in a few places rather than try and rule the battlefield) so thinking about where you’ll place them is an important part of the strategy.


Selecting the army
We’ve got lots of lists to get through and we’ve covered the pros and cons of most of the units available for each faction either with these Xilos lists or the original 500 point lists.  So let’s crack on then eh?


Algoryn Force:
Going to try a Transport Drone to take some AI Units and an Assault Squad as quickly as possible to the relics and hopefully pick them up and drop them off in the relative safety of the Transporter.  What was that?  Booing and hissing at such an underhand tactic? 

(t) AI Assault Squad (120) = 120
(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
(s) Support Team (38) = 38
(s) Support Team (38), X-Launcher (+0), Net ammo (+5), Spotter Drone (+10) = 58
(g) AI Defiant Transport Skimmer (164), Batter (+20), 2x Shield Drones (+20) = 204
Total = 747 points & 7 order dice (Defiant Skimmer is MoD 2).


Concord Force:
The glorious Drop Squads make an appearance.  They’ll be able to bound in and take relics before bounding away again.  A LS Drone for mobile support and a couple of teams of Strike Squads to either move up to reach the Drop Squads, or to form a defensive position for the Drop Squads to fall back to.

(t) Drop Command (141), 2 Extra Troops (+54), Plasma Grenades (+10) = 205
(t) Drop Squad (176), Extra Lance (+5), Spotter (+10), Plasma Grenades (+10) = 201
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(s) Light Support Drone (59), Spotter (+10) = 69
(a) Targeter Probe Shard (20) = 20
(o) Well Prepared (5) = 5
Total = 750 points & 6 order dice.


Mercenary Boromite Force:
The Mercenary list obliges us to take a Command Unit of some type, but we aren’t restricted by the Limited Choice.  A solid group of cheapish foot troops with their specialist weapons to mutually support a rolling ground advance.  Much like a mudslide.

(t) Overseer Squad (105), Tractor Maul (+5), Spotter (+10) = 120
(t) Work Gang (98), Reflex Armour (+10), Mass Compactors (+0) = 108
(t) Work Gang (98), Reflex Armour (+10), Heavy Tractor Mauls (+0) = 108
(t) Gang Fighters (97), Lecto Lash (+5) = 102
(t) Gang Fighters (97), Lecto Lash (+5) = 102
(t) Lavamites (82) = 82
(s) Support Team (36), Spotter (+10) = 46
(s) Support Team (36), X-Launcher (+0), All Ammo (+15), Spotter (+10) = 61
(a) Micromite Shard (20) = 20
Total = 749 points & 9 order dice


Mercenary Freeborn Force:
We’ll take Amano Harran, he has a good eye for relic acquisition.  Bodyguard using the regular command unit figures will keep him safe.  Then taking as many infantry units as possible while keeping an eye on support choices, never know when the Ghar will show up (well, okay, we know they WILL show up form turn 2 onwards).

(t) Amano Harran (126), 3 Bodyguards (+63), Batter Drone (+20), HL Booster (+20) = 229
(t) Vardanari Squad (124), Spotter (+10) = 134
(t) Domari Squad (97), Spotter (+10) = 107
(t) Domari Squad (97), Spotter (+10) = 107
(s) Support Team (34), Spotter (+10) = 44
(s) Support Team (34), X-Launcher (+0), All Ammo (+15), Spotter (+10) = 59
(a) Light Support Drone (59), Spotter (+10) = 69
Total = 749 points & 7 order dice


Ghar 750 Point Force:
Against two separate factions we’re going to struggle. I think the MoD of the Command Crawler may help it race to the majority of the uncontested relics early on, then hopefully sit it out until the suits arrive.  The Outcast squad is there for dropping a distort or upsetting the Explorer faction’s support weapons.

(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43), Disruptor Cannon (+24) = 43
(s) Command Crawler (243), Plasma Dump (+5) = 248
(o) Block (5) = 5
Total = 748 points & 4 (+3 for Plasma Amps) order dice.


Ghar 1125 Point Force:
Builds on the previous 750 points, but can take slightly more in this force.  A Bomber Squad should fit nicely, especially if Amped up.

(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
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(a) Tectorist Scouts (20) = 20
Total = 1124 points & 8 (+5 for Plasma Amps) order dice.


Ghar 1500 Point Force:
Can really go to town on this force as we build on the above.  Additional Battle and Bomber Squads to create a very impressive force.  This may even turn out to be my regular 1,500 point force now I’ve seen it.

(t) Battle Squad (184), Plasma Amp (+30) = 214
(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) Karg 12-40-9 (267), Hand Picked Crew (+10) = 277
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(o) Well Prepared (5) = 5
Total = 1499 points & 9 (+7 for Plasma Amps) order dice.

The relics are a really useful boost for the factions in the next few battles.  Any advantage that can be gained here is well worth it.

Until next time!

No comments:

Post a Comment