Monday 10 October 2016

Ghar 1,000 Point Force


Next on the 1,000 hit list are Ghar.  In the last list we made 3 (okay, 4) lists for the Concord at 1,000.  This is due to having so many different options to choose from, depending on the focus of the list.

Also, this list is rather well timed as Warlord held their first Campaign Weekend for Antares on 6 October 2016.  They have stated the points limit is 1,000 and I took Ghar (got to make sure there are enough Ghar to go round).  Had to hold off putting this online and giving away too many secrets.  That and so much painting to do…

There are a couple of ways to go with Ghar too, a full Battlesuit list without any Crawlers, a High Command Command Crawler list and a list with a general Crawler theme.

1,000 points of Ghar.   Let’s get to it.


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

3 tactical choices are the only mandatory options.  We only get 2 support choices, one of which would normally have to be either a Command Crawler or a Fartok from the main rulebook.

There is only one option in the strategic choices for Ghar, the Bombardment Crawler.


Selecting the army
The only new bit of kit in this list is the Bombardment Crawler.  Which is like an X-Howitzer sized Disruption bomb.  Range to reach the other side of the battlefield of the people playing on the table opposite you, leaving a double sized template of D10 hits on the poor unit in its sights.  And there’s no cover for them to cower behind as the Heavy Disruption Bomber ignores it.  Res 13 make it is relatively difficult to pin with general issue side arms.
Only real down side is it can run out of ammo, so usually good idea to pop a Scutter with a bomb feeder in there too.  There is an added benefit of having a bomb feeder, once per game in one activation the Bombardment Crawler can fire twice.
Add a Plasma Amp and this bad boy can be MoD3, chucking out all sort of nasty Quantum Gravity bombs the enemy won’t want to be treading in.

Perhaps I didn’t look at the Support options too much in the 500 lists.  May be worth a quick skim over them…

Obviously without a Command Crawler (of the Fartok High Commander) the Ghar force cannot take any Support or Strategic options.  So one of the benefits of the Command Crawler is it means you can take Scutters, Bombers and indeed the Bombardment Crawler.
2 Scourer Cannons are reasonably good, being MoD2 it can pin upto 4 units per turn if given a fire order; which only increases with a Plasma Amp (so long as it holds out and can take the strain of being overcharged).  It makes for a nice big battering ram.  It will attract lots of enemy fire and could end up being “Mag Gunned” to death, so upgrading to High Commander reduces the likelihood of failing too many Res rolls.  It is also a vehicle so even when it does fail a Res test it rolls on a table to see what happens.

The Scuters are a nice little unit.  Cheap compared to battlesuits, but equipped with the same deadly Scourer Cannon as the main suits.  No close assault ability (save for closing fire I guess) and vulnerable to small arms fire.  But as noted, they’re cheap… And can be given Plasma Amps.

The last Support unit we may have missed looking at is the Bomber Squad.  1 Leader with Scourer Cannon and 1 Trooper with a Disruption Bomber.  Upgrades include taking more Scourer Cannon armed Troopers.  This means you only get 1 Disruption Bomber in a squad.  Which in fairness is a good thing…  If you’re Concord.  Essentially it is a cut down Battle Squad with a support weapon.  Can be given Plasma Amps for MoD2, and why wouldn’t you?  A Scutter bomb feeder gives the Bomber a once per game chance to fire twice in a single activation, and reduces the likelihood of running out of ammo.

So that’s pretty much all the options looked at. Let’s make some lists.

High Command Crawler Force:
So this list is going to be led by a High Command Crawler.  We’ll need at least 3 tactical units too.  Let’s see if we can get all unit the order dice we can.

(t) Battle Squad (184) = 184
(t) Battle Squad (184) = 184
(t) Assault Squad (184) = 184
(s) Command Crawler (243), High Command (+20) = 263
(a) Tectorist Scouts (20) = 20
Total = 835 points & 6 order dice.

You don’t get much for your points…  Could Amp Up the squads and throw in a second Aux choice.  Wonder if we can fit some Scutters in there too?
Perhaps we could add an Outcast Squad (to soak the distort dice of course) and take a unit of Bombers?  Of course, with a unit of bombers we can’t have Scutters.

(t) Battle Squad (184) = 184
(t) Battle Squad (184) = 184
(t) Assault Squad (184) = 184
(t) Outcast Squad (43) = 43
(s) Command Crawler (243), High Command (+20) = 263
(s) Bomber Squad (127) = 127
Total = 985 points & 7 order dice.

Or perhaps use one of the Battle Squads to feed the Plasma Amps:

(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43) = 43
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon (24) = 24
(s) Command Crawler (243), High Command (+20), Plasma Amp (+10) = 273
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 998 points & 10 (+4 Amp) order dice.

 We’ve got a Ghar force with plenty of Order Dice there, with some left over in the Plasma Amps.

Final list for High Command Crawler Force
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43) = 43
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon (24) = 24
(s) Command Crawler (243), High Command (+20), Plasma Amp (+10) = 273
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 998 points & 10 (+4 Amp) order dice.


Battle suit only Force:
We’re going to need the Fartok character for this list.  He’s a High Commander and will allow us to take additional support options.  See if we can get a 5 trooper Assault Squad backed up by a couple of Battle Squads.  Add Bombers for good measure.

(t) Fartok (132) = 132
(t) Battle Squad (184) = 184
(t) Battle Squad (184) = 184
(t) Assault Squad (184), 2 extra troopers (+120) = 304
(s) Bomber Squad (127) = 127
Total = 931 points & 5 order dice.

We could drop the Assault squad down to 3 troopers and take a second Bomber squad.  We’ve not quite got enough wiggle room for an Attack Scutter Squad as things stand.  And there are no Amplifiers in sight…  So something has to go.  And it will be the 2 extra troopers.
I recon that could feed Amplifiers into the rest of the force and perhaps just squeeze in a unit of Scutters…

(t) Fartok (132) = 132
(t) Battle Squad (184), Amps (+30) = 214
(t) Battle Squad (184), Amps (+30) = 214
(t) Assault Squad (184), Amps (+30) = 214
(s) Bomber Squad (127) = 127
(s) Scutters (88) = 88
Total = 999 points & 6 (+3 Amp) order dice.


I wonder what would happen if we ignored Fartok and the support choices…
(t) Battle Squad (184), Amps (+30) = 214
(t) Battle Squad (184), Amps (+30) = 214
(t) Battle Squad (184), Amps (+30) = 214
(t) Assault Squad (184), Extra trooper (+60), Amp (+40) = 284
(t) Disruptor Cannon (24) = 24
(a) Tectors (20) = 20
(a) Flitters (20) = 20
(o) Get Up (10) = 10
Total = 1,000 points & 7 (+4 Amp) order dice.

I think the full on battle suit list has a lot of potential with 4 units of well armoured Ghar.

Final list for Battle suit only Force
(t) Battle Squad (184), Amps (+30) = 214
(t) Battle Squad (184), Amps (+30) = 214
(t) Battle Squad (184), Amps (+30) = 214
(t) Assault Squad (184), Extra trooper (+60), Amp (+40) = 284
(t) Disruptor (24) = 24
(a) Tectors (20) = 20
(a) Flitters (20) = 20
(o) Get Up (10) = 10
Total = 1,000 points & 7 (+4 Amp) order dice.


Crawlers Galore Force
This is going to be a tricky one having a Command Crawler and also the Bombardment Crawler.  That’s almost half the points value in one go.  Also need to take a minimum of 1 Battle Squad.

(t) Battle Squad (184) = 184
(t) Battle Squad (184) = 184
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon (24) = 24
(s) Command Crawler (243), High Command (+20) = 263
(g) Bombardment Crawler (256), Scutter (26) = 282
(a) Tectors (20) = 20
Total = 1,000 points & 9 (+1 Amp) order dice.

Goodness me.  1,000 straight off the bat. 

While perhaps not the most “amplified” of forces, I fear that some scenarios may force one or the other crawlers off table at the beginning of the game.
Still, I don’t think much can be tinkered with too much due to the cost of both crawlers, so we’ll leave it at that.

Final list for Crawler Galore Force
(t) Battle Squad (184) = 184
(t) Battle Squad (184) = 184
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon (24) = 24
(s) Command Crawler (243), High Command (+20) = 263
(g) Bombardment Crawler (256), Scutter (26) = 282
(a) Tectors (20) = 20
Total = 1,000 points & 9 (+1 Amp) order dice.

So, exciting stuff. 

The force I decided to take at the Warlord Antares Day was the High Commander list:
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43) = 43
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon (24) = 24
(s) Command Crawler (243), High Command (+20), Plasma Amp (+10) = 273
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 998 points & 10 (+4 Amp) order dice.

But instead of the Assault Squad, I took a second Battle Squad.  This game a slightly more symmetrical force without the temptation to throw the Assault unit across the table and become isolated. 

Until next time!

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