As a reminder, Warlord have very kindly made tunnel
templates for everyone to download and enjoy. They can be found here:
http://store.warlordgames.com/products/beyond-the-gates-of-antares-xilos-tunnels-pdf
As we’ve used the Boromites as attackers already, we’ll
take the Ghar as the defenders using the list form the main rule book.
The rules prohibit models with a base size larger than
50mm. Vehicles are also out of the
question, imagine trying to explain to Karg you got a Command Crawler wedged in
a hole…
750 points it is then.
Force Selector
Force size
|
Points Value
|
Tactical (t)
|
Support (s)
|
Strategic (g)
|
Auxiliary (a)
|
Combat Force
|
750
|
2-4
|
0-1
|
0
|
0-1
|
A minimum of 2 tactical options, which will be easy to
fit, as one of them must be a Battle Squad.
Scenario
We start the scenario by excavating and exploring tunnels
on our way to the central point of the table.
Once a player lays a tunnelling piece next to the central line of
caverns then the game begins in full.
The Ghar are really at the mercy of the fickle nature of
the dice at the pre-game digging. It is
likely the Boromites will break through first and have the initiative, so
having a good few units ought to push them back.
Victory is achieved by controlling more of the initial 5
Builder caverns than the opponent (discovered caverns along the way don’t
count) which indicates fighting will get up close and rather personal in the
enclosed tunnels. So we’ll be wanting
troops that can look after themselves in hand to hand in confined spaces.
Selecting the army
We aren’t permitted to take vehicles, so no Command
Crawler. There is no point in trying to
find a way to bring in the Ghar Bomber Squad.
The Attack Scutters could make it, if we picked the Ghar special
character Fartok (from the main rule book) but called him something else. But I don’t think the Attack Scutters would
bring much to the battle… Which kind of makes
the Support choice easy. There isn’t
one.
We have the obligatory Battle Squad.
Further choices seem to be the Assault Squads. Possibly with units of 5 figures to be really
hard hitting and rock solid in defence.
Tectorists probably help as a cheap Distort Dice holder
when required.
So will start with this:
(t) Battle Squad (184), Plasma Amp (+30) = 214(t) Assault Squad (184), 2 Extra suits (+120), Plasma Amp (+50) = 354
(t) Assault Squad (184), 2 Extra suits (+120), Plasma Amp (+50) = 354
(a) Tectorist Scouts (20) = 20
Total = 942 points & 4 (+3 for Plasma Amps) order dice.
That was ambitiously overestimated. I think the extra suits will have to go. Let’s try again…
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(a) Tectorist Scouts (20) = 20
Total = 662 points & 4 (+3 for Plasma Amps) order dice.
88 points left. That’s enough for just 1 suit with a Plasma Amp.
Dropping all the Plasma Amps would only really get us one extra suit on top of this. So not worth losing the chance of extra order dice.
For 88 points we could take Outcasts with a Disruptor
Cannon, and have change for the bus back to the surface. But I think it is going to get quite messy
down there.
An extra suit I think it is then. Question is, for which unit. Do we use the Battle Squad as a shield and
protect the Assault Squads until we’re able to strike? Or do we bypass the risk of tripping our own
units over and head directly at the enemy with a reinforced Assault Squad. Trouble is, if we get caught in the middle
ground where the Gouger Gun won’t work.
As the assault Suits will end up in hand to hand, it
feels prudent to take an extra one of these.
This makes the final list:
(t) Assault Squad (184), extra suit (+60), Plasma Amp (+40) = 274
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Disruptor Cannon (24) = 24
(a) Tectorist Scouts (20) = 20
Total = 746 points & 5 (+3 for Plasma Amps) order dice.
The Battle Squad ought to be able to provide some sort of covering fire while the Battle Suits do all they can to trample through the tunnels as quickly as possible to secure those all-important Builder caverns.
Until next time!
The larger Assault Squad is 10 points undercosted. It should be 284.
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