I’m so excited by this next scenario, Jail Break. More Ghar than you could shake a reasonably
priced stick at.
First things first though, we’ll need some markers for
the jails…
http://store.warlordgames.com/collections/beyond-the-gates-of-antares/products/beyond-the-gates-of-antares-jail-break-cards-pdf
The Xilos book suggests either 1,000 or 1,250 point
forces, I’m going to stick to just 1,000 for now.
As this battle is Ghar V Ghar I’m really intent on taking
both Karg and Fartok for their respective forces. This post is looking at the Rebels as the attackers
Force Selector
Force size
|
Points Value
|
Tactical (t)
|
Support (s)
|
Strategic (g)
|
Auxiliary (a)
|
Combat Force
|
1000
|
5-15
|
1-5
|
0-1
|
0-2
|
15 Tactical choices.
15. A potential total of 23 units
in all. That is perhaps rather a
lot. Even for my filthy collecting habit.
Scenario
There are 6 holding pens dotted around the
battlefield. Our objective is to crack
them all open to win the game by being in contact with the holding pen at the
end of the turn. We cannot break open
the holding pen if the enemy have a unit also in contact. Neither flitters nor tectors count for
opening or preventing the opening of these holding pens. There are Victory Points available for each
holding pen, so we need to be able to open at least three of them to claim a
draw.
Our Rebel force will require the ability to shift Ghar
armoured troops off the holding cells and then have a unit race to open the
holding cell. It’s not going to be east.
Fartok. Have to take Fartok. He is after all the leader of the Rebels. Although he is also a Limited Choice we just have to take him, we’ll give him bodyguard too.
Want a good variety of regular cheap units to build the
unit count up to start taking more Limited Choices.
A few Black Guard, a command squad and special weapon
teams. Not going to pick too many of the
regular Outcast units because hopefully we’ll spring some of these from the
holding pens.
Special choices I aim to have a unit of Creepers and an
armoured battle suit squad or two.
I quite like the look of the Attack Crawler too for the
strategic choice, but again this is a Limited option.
Think that is 4 limited options so that means finding 12
non-Limited Choices. Tectors and Fliters
drop this down to 10. Command, 3 Black
Guard, 1 Regular Outcast and 5 special weapons ought to do it.
Let’s add all that up and see what we actually get:
(t) Fartok (179), 2x Bodyguard (+170), 2x Plasma Claws
(+10) = 359(t) Rebel Command Squad (73), Maglashes (+6) = 79
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Light Support Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(t) Rebel Quad Mag Repeater Team (26) = 26
(s) Battle Squad (184), Plasma Amps (+30) = 214
(s) Creeper (88), Additional Creeper (+88), Mag Cannon (+10), Plasma Amps (+20) = 206
(g) Attack Crawler (186), Mag Cannon (+10), Plasma Amp (+10) = 206
(a) Tectors (20) = 20
(a) Flitters (20) = 20
Total = 1,503 points & 18 (+4 Amp) order dice.
Eek. Rather
overexcited with all the fresh new Rebel Ghar equipment. It’s sooo shiny.
Some heavy pruning to be done (although I may have just
found my 1,500 Rebel Ghar list).
Logical items to bin first would be the Battle Squad, or
Creepers or Attack Crawler. Perhaps even
get rid of two of the three. As they are
all similar points I will keep the slightly more expensive Battle Suit
squad. That’s about 400 points dropped.
Then the Outcast Rebel Squad (there’s plenty more of them
in the holding cells), a Black Guard Squad and some of the support weapons,
with an eye to keeping the Mag Cannon.
After some chopping:
(t) Fartok (179), 2x Bodyguard (+170), 2x Plasma Claws
(+10) = 359(t) Rebel Command Squad (73), Maglashes (+6) = 79
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Light Support Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(s) Battle Squad (184), Plasma Amps (+30) = 214
(a) Tectors (20) = 20
(a) Flitters (20) = 20
Total = 920 points & 10 (+2 Amp) order dice.
Gives us 80 points to play with now.
Swapping the battle suits out for the Creepers (or
Crawler) would release 8 points and be less Ghar Empire feel and more Rebel
Ghar. Plus they are always MoD 2, yet
can Amp up to MoD 3.
Looking at Scourer Cannons, which is probably what the
Ghar Empire opponent would have, I think I’d rather have a Res 12 battle suit
than a Res 10 Creeper. But then the
Creeper is a Vehicle and could battle through.
Okay, drop the Battle Suits and take the two Creepers
from before.
We could take a third Mag LS equipped creeper with the 88
remaining points, but want to check all the other options yet.
Put back in the regular Outcast squad and a support
weapons and we’re almost done.
Or, at 88 points a unit of Attack Scutters with no
upgrades.
Where are we up to with the number of units… 10 so far.
We have 2 Limited Choices (Fartok and the Creepers) already, and the
Scutters would take us to 11 units and 3 Limited Choices, which can’t be
done. Outcasts it is.
I make that 13 points left.
I will take the Get Up army option, because I’m sure at
some point Fartok will probably end up down and he really is key to the
mission. This will hopefully his get out
of jail free card…
This makes the
final list:
(t) Fartok (179), 2x Bodyguard (+170), 2x Plasma Claws
(+10) = 359(t) Rebel Command Squad (73), Maglashes (+6) = 79
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Black Guard (61), Plasma Carbine (+3), Plasma Lance (+6), Micro-X Launcher (+0) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Light Support Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(s) Creeper (88), Additional Creeper (+88), Mag Cannon (+10), Plasma Amps (+20) = 206
(a) Tectors (20) = 20
(a) Flitters (20) = 20
(o) Get Up (10) = 10
Total = 997 points & 13 (+2 Amp) order dice.
Fartok ought to be able to defeat any regular Ghar squad
on his own, but not if he starts to get out numbered. The Creepers can drop a lot of fire into the
enemy (especially when MoD 3), keeping a Tector nearby too. The Black Guard squads will have their
advance covered by the multitude of various support teams, again accompanied by
their friendly neighbourhood tector.
Well, it’s almost a plan…
Until next time!
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