Another day, another voyage. Destination?
Back here again eventually.
Time for a bit of Rock!!
Those adorable cuddly Boromites are gonna get the Listing
to Port treatment today.
Useful things to note, Boromites have a great Cmd value
running through the entire force. They
have poor Init values. I would highly
recommend NOT reacting too often with Boromites, unless it is with a Down
order. Best to be shot, then later in
the turn shrug off the pin when acting, rather than fluff the Reaction test and
end up with more pins.
They have a slightly lower than average agility, but
again a high Cmd value will help the boys get their breath back after a
difficult sprint.
Finally, they have a slightly higher than average Str, so
in a bar fight they can handle themselves real well. The problem being, there aren’t that many
bars to fight over in the unexplored regions of The Spill.
Force Selector
Force size
|
Points Value
|
Tactical (t)
|
Support (s)
|
Strategic (g)
|
Auxiliary (a)
|
Scouting Force
|
500
|
3-5
|
0-2
|
0
|
0-1
|
At 500 points the Boromite force requires at least 3
tactical choices.
The force could contain as many as 5 tactical choices, 2
support choices and 1 Auxiliary choice, giving a staggering 8 order dice
potentially. Army Options are available,
with the maximum of each individual option being equal to the number of
Auxiliary choices, but no more than 50 points (10% of the total cost).
Selecting the army
There are so many Tactical options for Boromites. No less than three command units, mixed with
a variety of close assault through to medium range units, they really are
spoiled for choice.
As three of the Tactical units are mandatory, may as well
look at these first.
Getting stuck into the Limited Choices first, the three
command variants: Overseer Squad,
Matriarch & Rock Father.
Overseer Squad being equipped with plasma carbines gives
a unit that can pin Ghar battle armoured warriors; most importantly, at
range. A small unit with average armour
will not last that long unless in a reasonable amount of cover, or if added to
with more gangers with plasma carbines.
The Matriarch on a suspensor platform provides the most
agile and quickest of the Boromites.
Although only attended by her Guildess, both these females are weapon
less; relying on gun drones with plasma carbines for ranged attacks. They are also pitifully short of hand weapons
to use in an assault. But, and like the Matriarch’s this is a big butt, this
unit is so full of character. The unit
could hide and only let the gun drones pop out taking shots at the enemy, or
have her whizzing down a flank on her platform to snap a puny support weapon
(and crew) in two.
Finally, a hero; quite literally too because the Rock
Father is the only Boromite with Hero (and the errata has put his Int up from 6
to 8, so it can be used too; but this has also increased the price tag to match).
Another unit with plasma carbines, but comes ready prepared with some shield
drones. Similar to the basic Overseer,
but an increase of Acc to 6.
Of course, we can only pick one of the above for now as
we are likely to have 4 units to permit one Limited Choice, 8 units may be
pushing it.
We’ll go for a basic Overseer Squad for now. It’s the
cheapest and has plasma carbines.
The first of the main tactical units are the Gang Fighters. Mag Gun armed they are reasonably basic but with a reasonable range compared to the rest of the units. The leader of the unit has received errata, so it not Cmd 10, but Cmd 9 is still really rather good. They are pre-armoured too.
Next in the list is perhaps my favourite unit in the
game, the Work Gang with Heavy Tractor Mauls.
Sure the range of the Heavy Tractor Maul is really, really short; but
these are the chaps that do the real heavy lifting. Heavy Tractor Mauls are hand weapons (+1 Str
in H2H) and give two attacks in hand-to-hand, along with a mighty SV3. They can be given a Borer Drone (+1
Str). When coupled with the +1 Str bonus
for being the unit making the assault (or winning if in further rounds), this
makes the unit effectively Str 9 with two attacks each at SV3. That’ll leave a mark on most units. As if that was not enough, the models are
awesome. Although the Reflex Armour adds
to the unit cost.
The next unit are the Work Gangs with Mass Compactors. These are great at shifting enemy that are in
cover. Again reasonably short range, but
the mass compactor gets better at shorter ranges; much like a compression
weapon. Again, the armour adds to the
cost.
The final tactical unit are the adorable Lavamites. Not much in the way of ranged capability, but
lava spitting ‘rock dogs’ in an assault can damage most units, especially in a
500 point force.
From these I’m going to a take the Gang Fighters, mainly
because of the threat they hold at longer ranges compared to other units; along
with Lavamites, because they will win most close combats if they can get close
enough.
I’ll not upgrade anything just yet, so that I can see how
many points I have to play with.
(t) Overseer Squad = 105
(t) Gang Fighters = 97
(t) Lavamites = 82
Total = 284 points & 3 order dice.
Probably worth looking at the goodies available in the Support section…
Rock Riders – Both command and basic. Although not Fast, they have rapid sprint and
are certainly quick – for Boromites. The
Locomite gets to attack in combat, along with the rider for lots of dice rolls
when up close. The rider also totes a
plasma carbine, what’s not to like about plasma carbines. They are comparable in points cost to the
basic tactical units but when tooling them up with the good close combat equipment,
they start to get expensive (especially in 500 point games).
The other Support option is the Support Team/Special
Support Team. Reasonably cheap and variety
of long ranged weapons. It’s so
difficult to not take a Mag LS and an X-Launcher. Especially as the rest of the force so far
doesn’t have much of a range. The ammo
options for the X-Launcher makes it ideal against unknown opponents too….
We’ll take the weapons over the Rock Riders with Locomites
for the moment and see how many points we end up with.
A quick look at the Auxiliary options shows three units. Micromite Probes, Scout Probes or Engineers. At the moment the force would not benefit from the Scouts. The Engineers would find themselves hard pressed to fix things too. Micromites it is
This makes the current list:
(t) Overseer Squad = 105(t) Gang Fighters = 97
(t) Lavamites = 82
(s) Mag LS = 36
(s) X-Launcher (36), Ammo (+15) = 41
(a) Micromite Probes = 20
Total = 381 points & 6 order dice.
This leaves 119 points left to spend. Probably just one tactical choice to take.
Am tempted to go for the Work Gang with Mass
Compactors. They are not exclusively hand
to hand as they have a bit of range, and can also ignore cover, which is
probably quite useful. Add a bit of
armour on (so I don’t forget they don’t have armour mid-battle).
Would leave 10 points…
Probably need to give the Overseer a Tractor Maul (to
save converting) and the Gang Fighter leader a Lectro Lash(again, save
converting) and that 10 points is spent.
This makes the final list:
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Lavamites (82) = 82
(t) Work Gang with Mass Compactors (98), Reflex Armour (+10) = 108
(s) Mag Light Support (36) =36
(s) X-Launcher (36), Ammo (+15) = 41
(a) Micromite Probes (20) = 20
Total = 499 points & 7 order dice.
A rather respectable 7 order dice with the ability to
drop all sorts of X-Launcher ammo (over open sights) with units that all
perform a certain role. The Command of 9
will help in a pinch. Just got to help
the athletic Lavamites don’t get too tired sprinting across the board.
Keeping the Overser reasonably central so he can boss the
others about would be useful too.
Could drop the MicroMites and take Spotters for the
support weapons, but right now tempted to keep it 7 order dice.
Until next time!!
The x-launcher with ammo would be 51pts, not 41. This puts the total at 509. I dropped the armor upgrade to try this list out.
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