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!

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