Saturday 31 December 2016

Rebel Ghar 1,000 Point Force


The end of one year and the end of a series of posts.  This is technically the last of the faction 1,000 point lists, but I wouldn't be surprised if we revisited them in a few months.
Well onto the final faction of the year, Rebel Ghar.  These guys are the new kids on the block, having recently been presented in The Battle for Xilos book.  Which is not only great for the updated and new army listings, but also the linked campaign scenarios and character progression.
Focussing on the Rebel Ghar we’ll be wanting to pick a few themes.  Fartok and his elite bunch of Rebels strikes me as one approach.  The other end of that spectrum would be a horde force, we can take as many units as we can.  Finally a Rebel offshoot under the leadership of one of Fartoks trusted commanders.
Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
5-15
1-5
0-1
0-2

There is a minimum of five tactical choices, but theoretical 23 units available.  I suspect that the points limit will see us taking far less than that, but ideally more than 12 units.  Perhaps something upwards of 15 would be good.  Let’s see.

Selecting the army
As with all other 1,000 lists, the chance to take a Strategic unit is opened to us.  For Ghar Rebels these are the Command Crawler, Bombardment Crawler and Attack Crawler.
The Command Crawler is identical to the Empire Support option Command Crawler.  2 Scourer Cannons on a MoD2 vehicle is always nice.  It isn't a close assault beast, but can mop up a heavily pinned enemy unit reasonably well.  Costly as expected.
The Bombardment Crawler is again exactly the same as the Empire version.  Where do these Rebels get their goods?  The Heavy Disruptor Bomber is a joy to watch in action.  MoD2 made more effective by taking bomb feeder Scutters to prevent running out of ammo at a bad moment. Again costly.
The new strategic option is the Rebel Attack Crawler, which appears to be a Command Crawler chassis but with 2 Mag LS (or upgraded with Mag Cannons or Quad Mag Repeaters) and no Command/Leader ability.  It’s the cheapest of the lot, but still quite expensive.  

I’m Fartok:
Straight out of the blocks and we want to take Fartok.  He replaces the Rebel Commander in Battle Armour and can be given unit upgrades.  He’s a tad expensive.  Then we’ll want Black Guard and a few other Battle Suits I reckon, these Ghar know where to find the best equipment and not having to use much of that stuff the abominations left lying around. 
(t) Fartok (179), 2 Troopers (+170) = 349
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61) = 61
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(s) Rebel Battle Squad (184), Plasma Amps (+30) = 214
(a) Tectorist Scouts (20) = 20
(a) Wrecking Squad (55) = 55
Total = 997 points & 11 (+2 Amp) order dice.
It has Fartok, it has lots of Black Guard, it has as many Battle Armoured squads as we can afford and also fit in with the Limited Choice conditions.  Also has some useful support weapons.  I’ve not gone for an expensive Strategic choice purely because they are quite expensive, just like Fartok and his armoured buddies.
The Wrecking Squad add a nice mopping up assault unit but also aid the battle armoured guys with Ag tests and Down recoveries.
And at 997 points, I'm not really sure if there is anything else to do for it…
   
Final List for I'm Fartok (t) Fartok (179), 2 Troopers (+170) = 349
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61) = 61
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(s) Rebel Battle Squad (184), Plasma Amps (+30) = 214
(a) Tectorist Scouts (20) = 20
(a) Wrecking Squad (55) = 55
Total = 997 points & 11 (+2 Amp) order dice.

The Black Guard and weapon teams drop as many pins on things as they can while the armoured Ghar take up position, before launching a devastating strike on a small portion of the enemy.  Then Fartok can chew through the rest of the enemy.  Well, that’s the hope.

Rebels Sir, Thousands of them:
Here we’re going for lots of cheap(ish) units.  A mix of Black Guard and Unarmoured Rebels, along with lots of cheap weapons teams and perhaps a Creaper and scutter unit too.

(t) Outcast Rebel Command Squad (73), Maglashes (+6) = 79
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61) = 61
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(t) Rebel Quad Mag Repeater Team (26) = 26
(t) Rebel Quad Mag Repeater Team (26) = 26
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Mag Cannon
  (+10), Plasma Amps (+10) = 108
(s) Rebel Attack Scutters (88), Plasma Amps (+30) = 118
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 1,024 points & 18 (+4 Amp) order dice.
That’s a lot of units. 
We could go for some more, but we’d need to drop some of the heavier items, like the Creepers.  There is probably some safety in numbers with the Creepers being in separate units.  Speaking of them being in separate units, quick check on the Limited Choice conditions:
Limited Choice Units = Rebel Creeper x 3 + Scutters = 4 Units.
  Require 16 units to take these 4 Limited Choices.  18 units in total, so that’s fine…  Well, 17 once we drop a unit to get below the points limit.
24 points over, which can be recovered from dropping a Quad Mag Repeater –purely because I don’t have the model of the Quad Mag Repeater yet. 

Final list for Rebels Sir, Thousands of them
(t) Outcast Rebel Command Squad (73), Maglashes (+6) = 79
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61) = 61
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(t) Rebel Quad Mag Repeater Team (26) = 26
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Mag Cannon
  (+10), Plasma Amps (+10) = 108
(s) Rebel Attack Scutters (88), Plasma Amps (+30) = 118
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 998 points & 17 (+4 Amp) order dice.
Likely to face forces with up to 10 units, we’re likely to outnumber any opponent.  Units with high Res are not perfectly safe either, point enough Mag Guns at a Res 15 unit and it will eventually collapse.  Eventually.  The larger Mag Cannon and to an extent the Disruptor Cannon can help take down some of the opponent’s bigger brutes.  Rest of the force may be able to pin units out of the game if things work out nice. 
Another benefit is that if one unit gets pinned it doesn't matter.  We have plenty more units to fight back with and by that time the original pinned unit of ours will have recovered.
No. I’m Fartok:
The last of the three themes was to be commanded by a regular Ghar commander in Battle Suit, ably assisted by a few Black Guard and some regular Outcasts.  Let’s see where this madness takes us.
(t) Outcast Rebel Command in Battle Armour (102), 2 troopers (+120), Plasma Amps (+30) = 252
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(t) Rebel Quad Mag Repeater Team (26) = 26
(s) Rebel Bomber Squad (127), Plasma Amps (+20) = 147
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Mag Cannon
  (+10), Plasma Amps (+10) = 108
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 997 points & 14 (+4 Amp) order dice.
Again just about on the money.  There are 3 Limited Choices (Creeper & Bomber) so we’re okay with that too.  A nice feel to this list personally, a bit of everything in a way.
Final list for No, I’m Fartok
(t) Outcast Rebel Command in Battle Armour (102), 2 troopers (+120), Plasma Amps (+30) = 252
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(t) Rebel Quad Mag Repeater Team (26) = 26
(s) Rebel Bomber Squad (127), Plasma Amps (+20) = 147
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Mag Cannon
  (+10), Plasma Amps (+10) = 108
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 997 points & 14 (+4 Amp) order dice
May be lacking in disposable troops, but hopefully the weapons teams will compensate for early casualties. 

And that’s it for the 1,000 lists.
Very soon there will be an Introductory Set “Strike on Kar’a Nine” which comes with 3 Algoryn AI squads and 2 Concord Squads (and 2 LS Drones).
  We’ll be wanting to see what we can add to these intro forces to make them up to 500 points (and possibly 1,000 points too).
Until next time!

Wednesday 28 December 2016

Isorian 1,000 Point Force

We’re reaching the end of the factions at 1,000 points now.  Only the Rebel Ghar and Isorians to go.  As the Isorians were in the main rule book it is probably fair to have them first.

First to note that there have been some updates to the Isorian list.  The Xilos book brings with it three new units; Pulse Bike Command, Pulse Bike Squads and Tsan Ra Phase squads.  We’ll look at these in greater detail later in the selecting the army bit, but for now these Pulse Bikes open the door to having a Pulse Bike army and the Tsan Ra allow us to have as close to a Tsan Ra force as possible.  In the interests of trying to keep the Concord and Isori lists different, we’ll increase the number of troopers in the Phase Squads.

Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
4-6
1-4
0-1
0-2

Similar to the Concord, well no.  Exactly the same as the Concord we have to take 4 tactical units and 1 support.  Rather excitingly we have a strategic option to get our mitts on…

Selecting the army
Strategically there are the Support Teams, a Transport Drone or Combat Drones.
The Support Teams are by far the cheapest option and can be equipped with larger weapons than the regular lighter Support teams.  One point to note is that these teams are Slow, meaning that they would move half the regular distance.  Also to note is that all the Heavy Weapon options are unable to fire unless given a Fire order (but do NOT get the +1 for aiming), so no advancing and firing for these folks. 

Plasma Bombard has a very good range, importantly the effective range covers most of a regular battlefield so not too many negatives when shooting.  The immense SV7 can potentially knock out most things (perhaps not other weapons teams though) is pretty much the second highest SV available at the moment (just beaten by SV9 of a short ranged Compression Bombard).  Guess technically it is the highest SV at ranges over 50 inches.  Only being able to fire on a Fire order is one of two downsides (Plasma Fade is the other) as enemy units will not happily step out in front of it, but you could create a patch of ground in its sights where you know the enemy are unlikely to tread.
X-Howitzer unit has the joint highest range of all the weapons available.  The only hiding place from this beast is within 10 inches of it.  Its SV2 will allow it to threaten infantry units from all factions, but the real punch comes from the Blast D10.  Against even a high value vehicle such as a Ghar Command Crawler which would be taking Res tests on 9s, having to roll potentially 10 times could cause it some serious harm.  Not being able to move and fire doesn’t hurt this bad boy so much, with the ability to fire overhead.  Added to the various exotic munitions available makes this my preference so far. 

The Tograh MV2 Transporter Drone is not like anything else in the Isori force.  It’s MoD2 and can transport up to 10 regular sized models.  Theoretically the MV2 can make an advance move, then a second advance move and still permit disembarkation (if the transport makes a run order it cannot disembark passengers).  This gives the transported troops an extra 10 inches or so movement for that game turn.  It’s armed with a Plasma Light Support, so at least it can move and fire.  A variety of drones can be added to the unit.  Down side is you can only take one per Phase Squads, so if you only have one Phase Squad you can only take one Transporter; which is not so bad at 1,000 points as one is all we can take anyway. 
I like transports.  I’d prefer transports to be an upgrade to a squad and not take up a precious Strategic slot, but it’s the same for all factions so I’m not going to grumble too much.

Combat Drones come in two main sizes; the Mahran MV5 Combat Drone and the twice the price Kahloc KV Heavy Combat Drone.  The MV5 being MoD2 lets it be reasonably manoeuvrable.  Equipped with a selection of different Light Support Weapons it can advance and shoot, enabling it go out hunting for targets. By comparison the KV Heavy Combat Drones are Slow and have Heavy Support Weapons that are fire on a Fire order only weapons.  They are MoD3 which to an extent offsets Slow, but not by much.  If stationary it can shoot three times with their monstrous armaments, which is not a bad thing if taking the C3M50 Heavy Siege Drone with X-Howitzer or Mag Mortar.

If that seems familiar it is. 
I copied and pasted from the Concord list and changed the names.  If the official rules can do that, why can’t I?  J  hehe.
There are also the three new units.

Phase Bikes and the Phase Bike Command are tactical options with the Fast rule.  The number of regular squads being limited by the inclusion of the command squad is customary.  The bike’s twin plasma carbines can be exchanged for Lances, along with being able to take a compacted Plasma Cannon which is always useful.

The Tsan Ra are the first real aliens, creatures that cannot trace a heritage to Old Earth.  There is a restriction on taking these units, being that for each Tsan Ra unit we are required to take a Phase Squad.  Armed with the new Plasma Duocarb (presumably stacked full of calories too) the unit can either lay down nine shots at SV0 or three shots at SV3, which is reasonably durable.  The higher than average strength means they can hit in hand to hand, but they are most certainly not specialists.  Perhaps mopping up a unit they have already hammered with the Duocarbs.
Finally the squad leader has an X-Sling, which is a hand weapon for adding +1 to Str when in combat.


Phase Bikes:
First off let’s see if we can put a feasible force together using the bikes.  Needing a command and 3 other bike units to cover the tactical choices, then perhaps a Combat Drone for strategic option, backed up with regular drones for support. 

(t) Phase Bike Command Squad (168), Lance (+2), Spotter (+10) = 180
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(s) Nhamak Light Support Drone (59), 2 additional drones (+118), Spotter (+10) = 187
(g) Mahran MV5 Combat Drone (229), Batter (+20), Spotter (+10) = 259
(a) Targeter Probe Shard (20) = 20
Total = 1,090 points & 8 order dice.
Perhaps the Phase Bikes don’t need lances?  Then they wouldn’t need the spotters either?
Or maybe the Light Support Drones could be reduced by 1.
Are the Targeters adding value?
  Probably.
And I don’t have any Plasma Cannons for the Phase Bikes.
  Although perhaps the Phase Bikes ought to be Phase Biking?  The Light Support Drones being 3 strong is nice, but only adding 1 dice to the bag.  Perhaps swapping the LS for Plasma Cannons would be useful?  I know the Ghar can pop the Compression Buddy Drone really easy, making a mockery of either movement or firepower.

If we wanted 3 Plasma Cannons (sorry boss, not one for you), then that adds 75 to the total, meaning trying to save 165 from elsewhere.  Which would either be the Combat Drone (with Mod 2) or the Nhamak Light Support Drones.
Dropping the LS Drones would leave 22 points to play with.
  The Get Up! Army Option is rather useful for Isori armies, as their phasing tends to leave them down.
The Gulper in the ointment being that a Special Option is mandatory.


As much as I’d like the Nhamaks, I think the compactable Plasma Cannon would be more useful along with the pair of Get Up! Options.  So some quick jiggery pokery is in order…
Final List for Phase Bikes
(t) Phase Bike Command Squad (168), Lance (+2), Spotter (+10) = 180
(t) Phase Bike Squad (136), Lance (+2), Compacted Plasma Cannon (+25), Spotter (+10) = 173
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(s) Nhamak Light Support Drone (59) = 59
(g) Mahran MV5 Combat Drone (229), Batter (+20), Spotter (+10) = 259
(a) Targeter Probe Shard (20) = 20
(o) Get Up! (10) = 10
Total = 997 points & 8 order dice.


Keeping the Lances to enable multiple pin options while in target rich environment, aided by the spotters.  The Nhamak and Mahran will accompany each other (ideally hiding behind the batter) sweeping all before them in glorious victory.  Perhaps that isn’t a completely water tight plan. 

Tan Ra here and there:
Wanting to focus on the Tsan Ra here, in anticipation of additional Tsan Ra units.  The only Tsan Ra unit at the moment is the phase squad.  Think 2 regular phase squads and 2 Tsan Ra phase squads are a good start.  We’ll try and squeeze in Xan Tu as well. 

(t) Drone Commander Xan Tu (61), Spotter (+10), Batter (+20), 2 Shield (+20), 2 Nhamak (+118), Nano Probe Net (+30) = 259
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93), Spotter (+10) = 103
 
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93), Spotter (+10) = 103
 
(s) Phase Sniper (62), Camo Drone (+10), Leader 2 (+20) = 92
(s) Support Team with X-Launcher (40), Spotter (+10), Net (+5) = 55
(s) Support Team with X-Launcher (40), Spotter (+10), Net (+5) = 55
(g) Heavy Support Team with X-Howitzer (110), All ammo (+15) = 125
(a) Targeter Probe Shard (20) = 20
(a) Scout Probes (40) = 40
Total = 1,102 points & 12 order dice.
Leader 2 may be a bit over the top for the sniper, saving 20 points.  Perhaps the Tsan Rad don’t need the spotters, saving a further 20 points. 
I’d like to keep the scout probes, mainly for patch sighting for the X-Artillery.  Place them all close together and they won’t expose themselves to too much firing.  That would probably mean Xan Tu won’t need his spotter either. 
That’s 50 points saved from the above so far. 52 to go.
I’d like to keep all the X-Launchers.  That leaves the probe shards and unit upgrades. 
Xan Tu’s Nano Probe net provide an order dice, which is always useful.  His batter is nice along with the shield drones, but I know that if I scored a lucky hit that batter is going to have to go.  A reason to keep the shield drones around.  He is adding 70 points in all in upgrades for drones.  Hmmm…
Phase Sniper’s Camo Drone is pretty much mandatory.  Phase armour always allowing a Down reaction and then the Camo Drone putting him out of sight of the enemy.

Targeter and Scout probes have their uses.  As noted above I’d like to have the Scouts to enable the X-Artillery to strike from behind cover.  Also unshackles the other Spotter equipped infantry squads from having to stay too close.

Perhaps removing Xan Tu from the Nhamak Drones would give more flexibility and order dice?
He wouldn’t need the Batter drones then, nor the shield drones.
  That would be a 40 point saved too.  Think that leaves about 12 left to chop… 
Maybe now that the Nhamak are on their own, the extra dice from the Nano Probe Net aren’t needed.  That would leave 18 points to play with.  Maybe a Get Up! Army Option along with Well Prepared.

Final list for Tsan Rah here and there
(t) Drone Commander Xan Tu (61) = 61
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93) = 93

(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93) = 93

(s) Phase Sniper (62), Camo Drone (+10) = 72
(s) Nhamak Light Support Drone (59), extra Drone (+59) = 118
(s) Support Team with X-Launcher (40), Spotter (+10), Net (+5) = 55
(s) Support Team with X-Launcher (40), Spotter (+10), Net (+5) = 55
(g) Heavy Support Team with X-Howitzer (110), All ammo (+15) = 125
(a) Targeter Probe Shard (20) = 20
(a) Scout Probes (40) = 40
(o) Well Prepated (5), Get Up! (10) = 15
Total = 997 points & 12 order dice.
That’s not bad overall.  Hopefully the enemy will feel inclined to shoot at the individual Scout Probes to blind the X-Artillery.  By that time the Phase Squads and Tsan Ra will have them in their sights, supported closely by the Nhamak drones.  Maybe I should put one of the Nhamak with Xan Tu to give a two pronged approach? 

Isorian Glory:
I want a great big nasty Drone with a Mag Mortar on the front.  Other than that, I’m not too bothered.

(t) Senatex Command Squad (110) = 110
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93) = 93

(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125        
(s) Phase Sniper (62), Camo Drone (+10) = 72
(g) Khaloc KV with Mag Mortar (408), All Ammo (+15) = 423
(a) Targeter Probe Shard (20) = 20
Total = 968 points & 9 order dice.
30 points left over.  Why that’s enough for a Batter & Shield Drone for the big drone.
That wasn’t as painfully difficult as it could have been.


Final list for Mercenary Fighters
(t) Senatex Command Squad (110) = 110
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93) = 93

(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125        
(s) Phase Sniper (62), Camo Drone (+10) = 72
(g) Khaloc KV with Mag Mortar (408), All Ammo (+15), Batter (+20), Shield (+10) = 453
(a) Targeter Probe Shard (20) = 20
Total = 998 points & 9 order dice.
I could drop the Command Squad for a Tsan Ra squad and have 19 points to play with, but I think I’d rather keep it as it is. 

It is all built around the big nasty Khaloc with Mag Mortar and I’d expect a decent opponent to isolate it and pin it out of the game.  But that is often easier said than done.

Until next time!

Saturday 24 December 2016

Freeborn 1,000 Point Force


Faster than a speeding Santa, we’re continuing to race around Antares looking at army lists for the various factions. 

In the news letter from Warlord this week there was a sneaky picture of some painted Skarks. http://us1.campaign-archive2.com/?u=71ca505c950f8867eb0fa9748&id=c24cdf6d09&e=[UNIQID]

Seems reasonable to look at the Freeborn this time.  But what kind of themes?  Skarknado!! Maybe.
I really like the idea of having a group of merchant traders that deal with problems in the simplest of terms. I also really like the Nuhu melds, but they don’t scream “traders”, more an offshoot of a shard gone bad, perhaps more feral.
  Finally a crack troupe of mercenary fighters doing the dirty work the IMTel factions don’t want to do themselves. 


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
5-7
1-5
0-1
0-2

A standard set of options for the Freeborn, not the most numerous of all the lists but still plenty of wiggle room to give some head scratching moments when trying to decide what to take.  The obligatory Strategic option rolls in at this level too.

Selecting the army
As we’ve come accustomed to, we need to take a peek at the new Strategic options available to the lists.
Freeborn Heavy Support Team can be equipped with Heavy Mag Support (High RoF, Medium SV), Heavy Mag Cannon (single shot, High SV), X-Howitzer and Mag Mortar.  It fills the roll of being a heavier weapon, as one would expect. 
There is a Limited Choice option in the guise of a Specialist Heavy Support team, equipped with Plasma or Fractal bombards.  Again, nothing really making me excited about these in the list.  Useful if big gun is needed for low points.
Feral Meld Skark appears to be a close combat beast.  6 attacks in hand to hand with SV2 is quite nice.  It is a humongous beast, when it fails its Resistance test during the hand to hand it at least gets to roll on a table.  Perhaps it is best at picking off small units (like support weapon teams) that cannot damage it too badly in closing fire, nor have too many attacks in the assault themselves. Being Fast it can strike from a distance; coupled with Savage Strike meaning it will more than likely make the assault.  Notably it is the cheapest of all the Strategic choices.  Leader re-rolls may be worth investing in, along with the Plasma Carbine (please make the Carbine an option in the box Warlord!!).
The remaining strategic choices are almost identical to the Concord Strategic Drones.  An M4 Combat Drone, a T7 Transport then the M25/M50 Heavy drones with all their fun and goodness (not to mention MoD3 Mag Mortar.
Only the Meld Skark making itself stand out as being something truly new, but solid options none the less.
Just a quick note that we kind of skipped over the Striker Attack Skimmer in the 500 point list (it was rather pointsy).  MoD 2 is good, Plasma Light Support is nice, but can be upgraded to a cannon for extra killyness.  Spotter is almost mandatory if taking the cannon though.

Merchant Traders:
For this variant, I’d like to focus mainly on the Domari, the middle ground.  The guys that go with the proverbial caravans to make sure that if any trouble happens, they can have a good go at seeing it off in time for the mercantile folk to escape. 

(t) Freeborn Command Squad (111), HyperLight (+3) = 114
(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(s) Striker Attack Skimmer (148) = 148
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag Cannon (44), Spotter (+10) = 54
(g) Heavy Support Team with Mag Mortar (71), Ammo (+15), Spotter (+10), Batter (+20) = 116
(a) Targeter Probe Shard (20) = 20
Total = 985 points & 13 order dice.
POW!!  15 points to go.  Tempting to drop them on the X-Launcher to give it more ammo, but there may be some other gems to be found first. 
Perhaps a spotter in the Vardinari unit, for patching with the Mag Mortar or X Launcher.  But then on the other hand, the Get Up! Army option could save a unit in a pinch.  Perhaps switch the Hyper Light in the Command Squad for the Phase Armour of the Isori.
That would leave 5 points, just enough for a Well Prepared.  In anticipation of missing a crucial shot with the Mag Cannon.

Final List for Merchant Traders
(t) Freeborn Command Squad (111), HyperLight (+3) = 114
(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(s) Striker Attack Skimmer (148) = 148
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag Cannon (44), Spotter (+10) = 54
(g) Heavy Support Team with Mag Mortar (71), Ammo (+15), Spotter (+10), Batter (+20) = 116
(a) Targeter Probe Shard (20) = 20
(o) Well Prepared (+5), Get Up! (+10) = 15
Total = 1,000 points & 13 order dice.
Have gone for the Striker over the Skyraiders purely for the MoD 2.  Would like to give it a batter, perhaps depending on how games go it could borrow the one from the Mag Mortar in future revisions. 
The Mag LS are a nice deterrent working in pairs to assist the Domari, Ferals and Command to advance.  The Vardinari to be firefighters. 


Rogue Shard:
I love the smell of Meld Skarks in the morning.  Melded, presumably by a psudo-insane Nuhu meld.  So a few skarks and a Nuhu meld.  Figure the tactical options are going to be cheap Ferals.  Just need to ensure I don’t end up going full Skark (Never go “full Skark”…). 

(t) Renegade Nuhu Meld (297), additional Nano (+20), 2 Shield (+20) = 337
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76           
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76           
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(s) Feral Skark Squad (115) = 115
(s) Feral Skark Squad (115) = 115
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(g) Meld Skark (54), Leader 3 (+20) = 74
(a) Misgenic Rejects (30) 1 pick & 2 rolls (+20) = 50
(a) Misgenic Rejects (30) 1 pick & 2 rolls (+20) = 50
Total = 1,193 points & 14 order dice.
Overshooting the target by a bit.
Losing a single Misgenic Reject units isn’t that bad – I will probably forget the rolls as well during the battle...
  That would save 70 points.
We have to have 5 tactical choices; even swapping the Domari for Ferals would not save enough points.
  I think the firepower from the Support Teams is required. 
This leaves only a unit of Skarks to be dropped.  Well, that’s not too bad.  It was never going to be a Skarknado.
That leaves 8 points to find.
  The obvious option being a shield drone on the Nuhu.
We could then have a Soma Graft on the Meld.
  You know, just in case.

Final list for Rogue Shard
(t) Renegade Nuhu Meld (297), additional Nano (+20), Shield (+10) = 327
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76           
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76           
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(s) Feral Skark Squad (115) = 115
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(g) Meld Skark (54), Leader 3 (+20), Soma Graft (+2) = 76
(a) Misgenic Rejects (30) = 30
Total = 1,000 points & 12 order dice.
Pin the enemy with the support weapons, grind them down with the Ferals & Domari before gleffuly uttering “Smithers, release the Skarks.”
Excellent.


Mercenary Fighters:
We’re going to keep Ferals out of this one.  This is the best of the best of what the Vardo has to offer.  I ought to think about the name of the vardo at some point.
Hansa I think is a must.
  I could take Bo too, which kind of goes against the non-feral thoughts.  I guess we need to see how the list pans out first.

(t) Hansa & Bo (262) = 262
(t) Vardanari (126) = 126
(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(s) Skyraider Squad (121) = 121
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag Cannon (44), Spotter (+10) = 54
(g) T7 Transport drone (164), Plasma LS (+30) = 194
(a) Targeter Probe Shard (20) = 20
Total = 1,203 points & 13 order dice.
Grrr.  All the tough stuff is sooo expensive *stomps foot in temper tantrum*.
I hate to say this, but I fear dropping Hansa is the best thing to do and include a regular command squad.
  That would save 148 straight away, leaving only 55 points to drop.
Changing the Domari for Ferals would save 31 and also dropping the Targeter shard 20.
  That leaves 4 points to shave off.  The spotter on the X Launcher is looking superfluous now.     

Final list for Mercenary Fighters
(t) Freeborn Command Squad (111), HyperLight (+3) = 114
(t) Vardanari (126) = 126
(t) Vardanari (126) = 126
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(s) Skyraider Squad (121) = 121
(s) Support Team with X-Launcher (34), Net (+5) = 39
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag Cannon (44), Spotter (+10) = 54
(g) T7 Transport drone (164), Plasma LS (+30) = 194
(o) Well Prepared (+5) = 5
Total = 999 points & 12 order dice.
The command squad and one of the Vardinari take the T7 up the table, supported by the fast Skyraiders.  The Ferals are speed bumps hoping to protect the support weapons.

I’m not totally convinced by it, but getting the really good expensive in is tricky when you’ve got 5 tactical choices to fill. Perhaps drop the transport down to a Mag Mortar and boost the Ferals to Domari. 
Will just have to see how these fair first before making too many changes.

Until next time!