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!

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