Wednesday 3 August 2016

Xilos Campaign - Scenario 6 - A Greater Conflict 750 points


Well I certainly hope everyone has enjoyed their time spent on Xilos.  It won’t be long until we’re fleeing the collapsing planet and clambering on board whatever vessel is available to help us escape, but before the mad panic…  I mean “considered retreat” we have one last scenario to wade ourselves through.  Or prevent others from wading through to safety if you’re a cold hearted, mean spirited, bad tempered, human hating, lip smacking, thirst quenching Ghar. 

So as this scenario has every faction we have a whole bunch of army lists to consider for every faction.

There is the option to play this scenario with 1,000 or 750 point lists.  I’m going to aim for 750 points for now, I may revisit in future and make supplemental 1,000 point lists though.


Force Selector
Faction
Points
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Algoryn
375
1*-4
0-1
0
0-1
Concord
375
1*-4
0-1
0
0-1
Isorians
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
Ghar Empire
750
2-4
0-1
0
0-1
Ghar Rebels
750
4-12
0-3
0
0-1

The Concord and Algoryn are going to be using the Combined Forces rule on pages 66 & 67 of the Xilos book.  Due to the low points values available we will presume that they only have to take a single tactical choice as noted in the Combine Forces section.


Scenario
Essentially there is a big 12x6 battlefield.  On one side are two antagonistic Ghar forces, the other is a big giant wave of destruction as the planet implodes.  Between them are the other factions all trying to fight past the Ghar, while carrying their relics before the ground beneath their feet beings to crumble. Or trying to capture the relics from the other factions as they dash past them and into the Ghar. 

Essentially we’ll be wanting our non-Ghar forces to contain some infantry units to carry relics and our Ghar forces to be well armoured to hammer the other Ghar force before the miserable abominations try and spoil the fun.

Also, because they play such a crucial role in much of the back story, we’ll want to try and get as many of the named characters in as possible.


Selecting the armies
As there are so many lists to do, we’ll just put the list together for each of the factions without pulling the unit details apart too much.

Concord & Algoryn Alliance
(t) Tar Es Janar (105), 4x Troopers (+60) = 185
(t) AI Assault Squad (120) = 120
(s) Support Team (38) = 38
(a) Medic Team (30) = 30
Algoryn Subtotal = 373
(t) Commander in Chief Josen (134), 2x Troopers (+44) = 178
(t) Strike Squad (112), Lance (+3) = 115
(s) C3D1 LS Drone (59) = 59
(a) Targeter Probes (20) = 20
(o) Well Prepared (5) = 5
Concord Subtotal = 377
Total = 750 points & 8 order dice.

Because Tar Es Janar and Josen are both substituting for Limited Choices we’ll need to ensure there are enough units to permit their inclusion. 

Isorians
(t) Done Commander Xantu (61), Spotter (+10), Nano Probe Net (+30), 2x LS Drones (+158) = 259
(t) Phase Squad (112), 3x Troops (60), Lance (+3), Spotter (+10) = 185
(t) Tsan Ra Phase Squad (93), Spotter (+10) Slingnet (+5) = 108
(t) Pulse Bike Squad (136), Spotter (+10), Compactor Drone with Plasma Cannon (+25) = 171
(a) Targeter Probes (20) = 20
(o) Well Prepared (5) = 5
Total = 748 points & 6 order dice (the Nano Probe Net adds an order dice).

The increased squad members in the Phase Squad ought to permit them to run the gauntlet across the table, supported by the Tsan Ra who can hopefully punch a hole through most things for them. 

Mercenary Boromites
(t) Arran Gestalin (120), 2xGun Drones (+28), 2x Shield Drones (+20), HL Boster (+20) = 188
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Work Gang (98), Heavy Tractor Mauls (+0), Borer Drone (+15), Reflex Armour (+10) = 123
(t) Work Gang (98), Mass Compactors (+0), 2x Vorpal Charges (+20) = 118
(s) Rock Rider Squad (97), Lectro Lances (+12) = 109
(s) Support Team (36) = 36
(s) Support Team (36) = 36
(s) Support Team (36), X-Launcher (+0) = 36
Total = 748 points & 8 order dice.

Long range fire power from a couple of Mag LS backed up by X-Launcher along with some close combat muscle to wrestle relics from passers by.  The Rock Riders provide a little extra mobility on a large battlefield.

Mercenary Freeborn
(t) Amano Harran (126), 6x Bodyguards (+126), HL Booster (+20), Medi Drone (+20), Batter Drone (+20), Shield Drone (+10), Phase Armour (+7) = 329
(t) Vardanari (124) = 124
(t) Domari (97), Mag gun (+3), Micro-X Launcher (+0) = 100
(t) Domari (97), Mag gun (+3), Micro-X Launcher (+0) = 100
(s) Support Team (34) = 34
(a) LS Drone (59) = 59
Total = 746 points & 6 order dice.

A solid hard hitting core of bodyguards for Amano Harran, with lots of fire absorption to keep him safe.  Long range firepower form the Mag LS and the LS Drone, while using the Domari in support of the two elite units with their Micro-X Launchers.

Ghar Empire
(t) Battle Squad (184), Plasma Amps (+30) = 214
(t) Battle Squad (184), Plasma Amps = 214
(t) Disruptor Cannon (24)
(s) Karg (264), Plasma Amp (+10) = 274
(a) Tectors (20) = 20
Total = 746 points & 6 (+3 Amp) order dice.

Two solid Ghar Battle Squads and Karg can pump out loads of disruption to anything that comes close to them.  Along with a couple of units to absorb the “disruptor dice”. 

Rebel Ghar
(t) Fartok (179), 2x Trooper (+170) = 349
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Disruptor Cannon (24) =24
(t) Mag Cannon Team (36) = 36
(s) Rebel Creeper (88), Mag Cannon (+10), Plasma Amp (+10) = 108
(a) Tectors (20) = 20
Total = 747 points & 9 (+2 Amp) order dice.

Lots of smaller Ghar units to drop pins on anything that comes too close (and can ignore a pin themselves with a friendly Tector nearby), but the death dealing comes at ranged from the MoD 2 (Amped to be MoD 3) Creeper with Mag Cannon and the Rebel Leader himself, Fartok.

And there we have our pick of whichever faction we end up taking in the massive scenario 6 battle.

If all these forces were on the table at once a massive 53 order dice (+5 for Amplifiers) would go into the bag for the first turn.  It would probably take up the best part of the day…  Now to find some willing victims players.

And that concludes out time on Xilos. 

As the planet is consumed in a whirling miasma of temporal confusion we’ll sail away on which ever ship will have us and plunge back through the gate to the Antarean Gate System, ready to start on the 1,000 point lists for all factions.

Until next time!