So, that’s all the army lists sorted for Xilos. Hope you enjoyed the previous set of posts for attackers and defenders for all six Xilos scenarios.
No, no. Don’t
fear, it’s not Amano Harran playing with the Stasis Key, just a little sailor
joke to keep our spirits up while we’re aboard the Bounty, continuing our
journey around Antares while Listing to Port.
And this Port is of particularly strong vintage today.
This time we are looking at the defenders for the second
scenario Counter Attack. This is where
we’re trying to establish transmat construction sites to being down much needed
reinforcement now that the Quantum Gravity array has been damaged.
The suggestion in the Xilos book is to use 1,000 points
of either Algoryn, Concord or Algoryn & Concord as a combined force. In this instance a combined force of Algoryn
& Concord would consist of two 500 point armies for each respective
faction. So there are potentially three
different lists that we could make.
Three lists.
Force Selector
Force size
|
Points Value
|
Tactical (t)
|
Support (s)
|
Strategic (g)
|
Auxiliary (a)
|
Algoryn
|
1,000
|
4-8
|
1-5
|
0*
|
0-2
|
Concord
|
1,000
|
4-6
|
1-4
|
0*
|
0-2
|
Algoryn
|
500
|
3-4
|
0-1
|
0
|
0-1
|
Concord
|
500
|
3-4
|
0-1
|
0
|
0-1
|
In this scenario the defenders are not permitted to take
any Strategic options.
Scenario
The defending Algoryn/Concord forces are trying to
establish transmat construction sites.
The defenders build the transmat by using an Order Dice to add a random
number (D6) of build points to the construction. 20 points and the transmat is constructed. Unfortunately only 1 order dice per turn can
be used to build, indicating a minimum of 4 turns that we’ll have to hold out
for. Additionally the Order Dice cannot
be used by a unit to make an action meaning that a unit or two that is cheap
will be needed to that we can use this dice to fuel the construction.
The Ghar are endless and each unit we manage to destroy
will be plunged straight back into the fray (Command test permitting). Each unit we lose brings us closer to being
overwhelmed. Essentially, being
overwhelmed is when the Ghar have more than double the order dice available to
go into the dice bag at the end of a turn.
Finally, the Ghar could break through and destroy the
transmat construction site. This almost
certainly spells defeat for the allied Panhuman forces.
Selecting the army
We’ve got three lists to do so let’s be reasonably brief.
Algoryn:
We need lots of units (to prevent being overwhelmed) that
are able to cause pins (to slow the Ghar advance). We’ll want a commander to reduce the chances
of failing break tests by allowing nearby units to use his command value. We’ll also need a cheap unit or two that will
do nothing all game to allow the D6 construction rolls. We know that the Ghar may want to try and get
in close to destroy the transmat, so a close combat unit may help if the Ghar
get too near.
(t) AI Assault Squad (120) = 120
(t) AI Infiltrator Squad (119), Mag Repeater (+3), Camo
Drone (+10) =132(t) AI Squad (94), Extra Micro-X (+0), Overload ammo (+15) = 109
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15) = 109
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15) = 109
(t) AI Command Squad (104), 1 extra bodyguard (+40) = 144
(s) Support Team (38), X-Launcher (+0), Grip & Net ammo (+10), Spotter Drone (+10) = 63
(s) Support Team (38) = 38
(s) Support Team (38) = 38
(s) Specialist Support Team (68), Plasma Cannon (+5), Spotter Drone (+10) = 83
(a) AI Medic Team (30) = 30
(a) Targeter Shard (20) = 20
(o) Well Prepared (5) = 5
Total = 1,000 points & 12 order dice.
The Medic Team and Targeters can almost take turns at
donating their dice to the building cause.
The Ghar could come from all around so two Mag LS ought to stop us from
being out flanked too badly. The three
AI squads with Overload at least put pins on Ghar Battle or Assault units. The infiltrators could drive off any Outcasts
or take out lone disruptor units.
The X-Launcher has been given only Grip or Net. Which seems appropriate given the scenario
where siting tight and hoping the Ghar don’t get too close.
Concord:
Again lots of units and weapons that can hurt Ghar. Commander to help with break tests and a
potential Follow order to maximise fire coordination.
(t) C-In-C Josen (134), 4 bodyguards (+88) = 222
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10)
= 125(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(s) Support Team (40), X-Launcher (+0), Grip ammo (+5), Spotter (+10) = 60
(s) Light Support Drone (59) = 59
(s) Medium Support Drone (93), Plasma Cannon (+5), Spotter (+10) = 108
(a) General Purpose Drone (20) = 20
(a) Targeter Probe Shard (20) = 20
(o) 2x Well Prepared (10) = 10
Total = 1,000 points & 11 order dice (and 4 “Well Prepared” Army Options thanks to Josen).
With Josen’s “Steady there soldier” and “Extremely well
prepared” special rules most units around him have a better chance of passing
break tests and therefore reducing being overwhelmed.
Seems quite right to have the Concord C-In-C leading from
the front too, with this veteran helping the IMTel learn how to fight more effectively
against the Ghar.
Sure, there’s nothing that could really be used to
counter assault, but with all these units able to drop pins on Ghar, surely
that will slow them down?
(“It may slow them down, and don’t call me Shirley).
Algoryn/Concord Combined Force:
Two 500 point forces to align. This is perhaps the trickiest as there has to
be the minimum of three tactical options for each force.
(t) AI Assault Squad (120) = 120
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo
(+15), 2 extra troops (+34) = 143(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15), 1 extra troop (+17) = 126
(s) Specialist Support Team (68), Plasma Cannon (+5), Spotter Drone (+10) = 83
(a) Targeter Shard (20) = 20
(o) Well Prepared (5) = 5
Total = 497 points & 5 order dice
(t) Drop Command Squad (141), extra Drop Troop (+27) = 168
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(s) Support Team (40), X-Launcher (+0), Grip ammo (+5), Spotter (+10) = 60
(a) Targeter Probe Shard (20) = 20
Total = 498 points & 5 order dice
A bit of a tight squeeze but 10 units overall. Interesting variety of units too.
Surely the Concord and Algoryn forces can organise
themselves better than some lowly Guar?
Well, with the Counter Attack well underway, we can start
plotting for the next Scenario. I hear
there are some relics just lying around looking for a good home.
Until next time!