Friday 8 July 2016

Xilos Campaign - Scenario 4 - Defenders 750 points


As a reminder, Warlord have very kindly made tunnel templates for everyone to download and enjoy. They can be found here:
http://store.warlordgames.com/products/beyond-the-gates-of-antares-xilos-tunnels-pdf

As we’ve used the Boromites as attackers already, we’ll take the Ghar as the defenders using the list form the main rule book.

The rules prohibit models with a base size larger than 50mm.  Vehicles are also out of the question, imagine trying to explain to Karg you got a Command Crawler wedged in a hole…

750 points it is then.


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
750
2-4
0-1
0
0-1

A minimum of 2 tactical options, which will be easy to fit, as one of them must be a Battle Squad.


Scenario
We start the scenario by excavating and exploring tunnels on our way to the central point of the table.  Once a player lays a tunnelling piece next to the central line of caverns then the game begins in full.

The Ghar are really at the mercy of the fickle nature of the dice at the pre-game digging.  It is likely the Boromites will break through first and have the initiative, so having a good few units ought to push them back.

Victory is achieved by controlling more of the initial 5 Builder caverns than the opponent (discovered caverns along the way don’t count) which indicates fighting will get up close and rather personal in the enclosed tunnels.  So we’ll be wanting troops that can look after themselves in hand to hand in confined spaces.


Selecting the army
We aren’t permitted to take vehicles, so no Command Crawler.  There is no point in trying to find a way to bring in the Ghar Bomber Squad.  The Attack Scutters could make it, if we picked the Ghar special character Fartok (from the main rule book) but called him something else.  But I don’t think the Attack Scutters would bring much to the battle…  Which kind of makes the Support choice easy.  There isn’t one.

We have the obligatory Battle Squad. 

Further choices seem to be the Assault Squads.  Possibly with units of 5 figures to be really hard hitting and rock solid in defence. 

Tectorists probably help as a cheap Distort Dice holder when required. 

So will start with this:
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), 2 Extra suits (+120), Plasma Amp (+50) = 354
(t) Assault Squad (184), 2 Extra suits (+120), Plasma Amp (+50) = 354
(a) Tectorist Scouts (20) = 20
Total = 942 points & 4 (+3 for Plasma Amps) order dice.

That was ambitiously overestimated.  I think the extra suits will have to go.  Let’s try again…
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(a) Tectorist Scouts (20) = 20
Total = 662 points & 4 (+3 for Plasma Amps) order dice.

88 points left.  That’s enough for just 1 suit with a Plasma Amp. 
Dropping all the Plasma Amps would only really get us one extra suit on top of this.  So not worth losing the chance of extra order dice.

For 88 points we could take Outcasts with a Disruptor Cannon, and have change for the bus back to the surface.  But I think it is going to get quite messy down there.

An extra suit I think it is then.  Question is, for which unit.  Do we use the Battle Squad as a shield and protect the Assault Squads until we’re able to strike?  Or do we bypass the risk of tripping our own units over and head directly at the enemy with a reinforced Assault Squad.  Trouble is, if we get caught in the middle ground where the Gouger Gun won’t work.

As the assault Suits will end up in hand to hand, it feels prudent to take an extra one of these.


This makes the final list:
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), extra suit (+60), Plasma Amp (+40) = 274
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Disruptor Cannon (24) = 24
(a) Tectorist Scouts (20) = 20
Total = 746 points & 5 (+3 for Plasma Amps) order dice.

The Battle Squad ought to be able to provide some sort of covering fire while the Battle Suits do all they can to trample through the tunnels as quickly as possible to secure those all-important Builder caverns.

Until next time!

1 comment:

  1. The larger Assault Squad is 10 points undercosted. It should be 284.

    ReplyDelete