Last time we took a look at the Concord force in the Enemy
Identified scenario, the first narrative scenario in the new Chryseis
supplement.
We touched on the new drone auxiliary unit, the Iso-Drone
with its protective shield and also fleetingly the new Concord Drone
Commander. We tried to match the force
to the background by having lots of fast moving and drone based units.
This time we’ll look at the defenders in the scenario, the
Freeborn.
Scenario
As the defenders in Enemy
Identified our Freeborn have some restrictions on their set up. Half the
force is deployed during set-up, with one unit placed within 5”of the table
centre. The other half of the force
arrives starting on turn 3.
There will be a Chryseis Drone at the table centre, which
means that one of our units will be at risk of corruption when given an order.
We could use a cheap throwaway unit to put in the centre and if it gets
destroyed, then so be it. We could try
and support that unit with a unit capable of shooting the Chrysis Drone quickly,
which would then allow the unit to move without risk. We could protect the unit with an Iso-Drone
(Freeborn can take these too). Or we
would take the Freeborn Special Character Batu Delhren, who is remarkable
effective against the Locus Shard.
Would be useful to have a quick moving unit, either on the
table to begin with or to hopefully appear on the third turn. I guess the risk of holding off table is
failing the Command Test to enter play. Maybe it is not worth the risk.
Force Selector
Force size
|
Points Value
|
Tactical (t)
|
Support (s)
|
Strategic (g)
|
Auxiliary (a)
|
Skirmish Force
|
750
|
4-7
|
0-3
|
0
|
0-1
|
We must take 4 tactical option, other than that we can take
what we want. There’s a maximum of 11 units,
which may be pushing it a bit at 750 in this scenario. We can have up to three support units, the Striker
with MoD 2 is looking like a must at the moment.
Selecting the army
As Freeborn, we ideally want to outnumber the enemy. Our units are cheaper and we have more choices
available. We lack the armour and
firepower of basic Concord troops, so we would benefit from having multiple
units dropping multiple pins on isolated Concord units to slow them down, and
hope the Locus takes them.
I’m going to veer away from taking Batu for now. He’s quite expensive in points and would
severely limit our order dice count.
A Striker with a MoD2 Plasma Light Support would be nice to
squeeze in though. The Concord won’t
have a MoD2 unit.
I am usually inclined to take command squads, they appeal to
me and feel part of the aesthetic when playing.
But it will be a cheap one, as we have to have enough units to drive the
Concord away while protecting ourselves from the Chryseis Drones.
(t) Command Squad (111) = 111
(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), SlingNet (+5), Spotter (+10) = 112
(t) Domari Squad (97), Micro-X (+0), SlingNet (+5), Spotter (+10) = 112
(t) Feral Squad(73), Mag gun (+3) = 76
(t) Feral Squad(73), Mag gun (+3) = 76
(s) Support Team (34), Mag LS (+0) = 34
(s) Support Team (34), Mag LS (+0) = 34
(s) Striker Skimmer (148) = 148
(a) Iso-Drone (25) = 25
854 points. 11 Order dice.
(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), SlingNet (+5), Spotter (+10) = 112
(t) Domari Squad (97), Micro-X (+0), SlingNet (+5), Spotter (+10) = 112
(t) Feral Squad(73), Mag gun (+3) = 76
(t) Feral Squad(73), Mag gun (+3) = 76
(s) Support Team (34), Mag LS (+0) = 34
(s) Support Team (34), Mag LS (+0) = 34
(s) Striker Skimmer (148) = 148
(a) Iso-Drone (25) = 25
854 points. 11 Order dice.
Tinker-time.
104 points over, but healthy number of order dice.
The most straight forward approach would be to drop either
the Command Squad (with their plasma carbines and useful abilities) or a Domari
Squad (with a Micro-X dropping an extra pin on Concord Units each turn).
We could drop both Feral units, they’re not Soma boosted so
perhaps not a great loss. That would
give us 48 points left, which could be used to boost the units we already
have. Leaves 9 order dice, 5 on table
and 4 in reserve.
The Ferals make such good ‘leave in reserve units’ though.
The Ferals make such good ‘leave in reserve units’ though.
Perhaps drop a Feral and a Mag LS unit. That would take us to 744, allowing us to
take a 5 point Army Option.
What 5 order dice to start with and what to place in the
middle.
I figure the Iso-Drone would be best to place in the middle of the table. It cannot be affected by the Chrysies Drones and is reasonably cheap. After soaking the “start in the centre” rule, it can then run (okay, perhaps lumber) to provide a refuge for other units.
The Striker would be great to take at the start. But it costs 2 order dice.
That would leave the Vardanari and a unit of Domari.
I figure the Iso-Drone would be best to place in the middle of the table. It cannot be affected by the Chrysies Drones and is reasonably cheap. After soaking the “start in the centre” rule, it can then run (okay, perhaps lumber) to provide a refuge for other units.
The Striker would be great to take at the start. But it costs 2 order dice.
That would leave the Vardanari and a unit of Domari.
We could exchange the Striker for the Mag LS and the second Domari. But perhaps the MoD 2 Plasma LS toting
vehicle would be best.
(t) Command Squad (111) = 111
(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), SlingNet (+5), Spotter (+10) = 112
(t) Domari Squad (97), Micro-X (+0), SlingNet (+5), Spotter (+10) = 112
(t) Feral Squad(73), Mag gun (+3) = 76
(s) Support Team (34), Mag LS (+0) = 34
(s) Striker Skimmer (148) = 148
(a) Iso-Drone (25) = 25
744 points. 9 Order dice.
Until next time!(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), SlingNet (+5), Spotter (+10) = 112
(t) Domari Squad (97), Micro-X (+0), SlingNet (+5), Spotter (+10) = 112
(t) Feral Squad(73), Mag gun (+3) = 76
(s) Support Team (34), Mag LS (+0) = 34
(s) Striker Skimmer (148) = 148
(a) Iso-Drone (25) = 25
744 points. 9 Order dice.