Showing posts with label Antares. Show all posts
Showing posts with label Antares. Show all posts

Sunday, 27 January 2019

Concord - 500 Point Fun Lists


A-hoy there mates.  We’ve sailed so far around Antares we’ve almost come full circle, back to the start.  So much has changed since the last post - We’ve gotten through Version 2 lists and already onto Version 3 army list now.

I think it’s time to have a little fun (with a hint of mischief) and look at some Version 3 faction selectors and pick some 500 point lists.  Some factions are slightly easier than others, due to the values of units in the lists.

It is unlikely that these are in away way, shape or form “competitive”, but that’s not the point.



We are going to look at Concord first. 
Lots of options here now the Krasz have joined us.  A basic 4 man squad that weighs in at slightly less than a regular Strike Squad, it gives slightly more flexibility in the lists and a bit of "muscle" in assaults.  Coupled with that, the Drone Commander is quite cheap and can lead to some entertaining set ups, but lack of weapons reduces the overall potential for inflicting pins.

The lists can be tinkered with forever, constantly refining and changing one bit – but that’s a bit boring for everyone.

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
3-4
0-1
0
0-1

* = Limited Choice (No more than 1 in 4 units can be Limited Choice)
^ = Other selection restrictions apply



(T*) Command Squad (110), 2 Body Guard (+44) = 154
(T) Krasz Assault Squad (110), Trooper (+25), Sling Net (+5), Lance (+1), Plasma Grenades (+10) = 151
(T) Strike Squad (112), Lance (+3) = 115
(S) C3D1 LS (59) = 59
(A) Targeters (20) = 20
Total = 499 (5 Dice)
A reasonably sized list, with 2 “5-man” squads, backed up by the 4 man Krasz squad and some heavier fire power from a weapon drone.  5 dice doesn’t seem too bad too – given that 6 dice (the most a Concord force can get) is quite tricky to achieve.



(T) Krasz Assault Squad (110), Sling Net (+5) = 115
(T) Krasz Assault Squad (110), Sling Net (+5) = 115
(T) Strike Squad (112) = 112
(S) C3D1 LS (59), Extra C3D1 (+59), Batter (+20) = 138
(A) Targeters (20) = 20
Total = 500 (5 Dice)
2 weapon drones protected by a batter are at the heart of this list.  The infantry squads could be upgraded to have lances by sacrificing the Sling-Net.  Keeping the force close together for mutual support would be good here.



(T*) Drop Command Squad (132), Sling Net (+5) = 137
(T) Drop Squad (151), Lance (+1) = 152
(T) Drop Squad (151), Lance (+1) = 152
(S) C3D1 LS (59) = 59
Total = 500 (4 Dice)
*Dropped* this one in to see if a complete Drop Troop list was possible.  It is.  Not many units, but just enough to permit the limited choice for the command squad.  Will probably be outnumbered, but possibly quite manoeuvrable.



(T*) Nuhu (130) = 130
(T) Strike Squad (112), Lance (+3) = 115
(T) Krasz Assault Squad (110), Sling Net (+5), Lance (+1) = 116
(S) C3T7 (96), Plasma LS (+40) = 136
Total = 497 (5 Dice)
Can you fit the entire 500 point force into a single transport within the restrictions?  Yes.
If the troops get to disembark at a reasonably good position, they stand a chance at defending their ground. 



(T*) Drone Commander (51) = 51
(^) Nano Probe Net (30) = 30
(T) Krasz Assault Squad (110) = 110
(T) Strike Squad (112), Lance (+3) = 115
(T) Strike Squad (112), Lance (+3) = 115
(S) C3D1 LS (59) = 59
(A) Targeters (20) = 20
Total = 500 (7 dice!)
How many dice can a 500 point Concord force take?  7 it seems.  1 more than the natural unit cap thanks to the Nano Probe Net.  Okay, so 3 units have no weapons and they take up one-fifth of the point allowance – but 7 dice is 7 dice. 



(T*) Drone Commander (51) = 51
(T) Krasz Assault Squad (110), Sling Net (+5), Lance (+1) = 116
(T) Strike Squad (112), Spotter (+10), Lance (+3) = 125
(S) C3D1 LS (59), 2 Extra C3D1 (+118) = 177
(A) Targeters (20) = 20
Total = 489  (5 Dice)
3 weapon drones in the support squad.  That’s a lot of Plasma Light Support shots.  There are 10 points left to play with – so maybe extra spotter – or ditch the spotter in the Strike Squad and take a batter drone for the C3D1s.
One of the weapon drones could be attached to the Drone Commander unit, giving a chance for more pins. 



(T*) Nuhu (130), 2 Shield (+20), 2 Gun (+28) = 178
(T) Strike Squad (112), Spotter (+10), Lance (+3) = 125
(T) Krasz Assault Squad (110), Lance (+1) = 111
(S) Support Team (40), X-Launcher (+0), Spotter (+10), All Ammo (+15) = 65
(A) Targeters (20) = 20
Total = 499  (5 Dice)
A Nuhu equipped with buddies, may survive a few shots with this set up.  Could trade the X-Ammo for other equipment elsewhere.  Still has 5 dice but maybe not enough shooty parts.



(T*) Drone Commander (51) = 51
(^) Nano Probe Net (30) = 30
(T) Krasz Assault Squad (110), Sling Net (+5), Lance (+1) = 116
(T) Strike Squad (112), Lance (+3) = 115
(S) Interceptor Squad (133), Spotter (+10), Compactor and Plasma (+25) = 168
(A) Targeters (20) = 20
Total = 500 (6 Dice)
Trying to squeeze an Interceptor Squad with Plasma Cannon in a list.  Just about doable.  3 units without weapons though.



(T*) Drone Commander (51) = 51
(T) Krasz Assault Squad (110), Lance (+1) = 111
(T) Strike Squad (112), Lance (+3) = 115
(S) Interceptor Squad (133), Compactor (+5) = 138
(A) C3D1/GP (20), Subverter (+20), Batter (+20), Shield (+10) = 70
(O) Superior Shard (15) = 15
Total = 500 (4 Dice)
Subverter starts in the Compactor… And you can guess the rest… 
Low on Order dice, and even the Drone Commander has no weapons making it low on firepower, but frustrating for the opponent, hopefully.  The Superior Shard is there to guarantee a dice steal while the Subverter starts up.


There we have it.  A series of 500 point Concord lists that could help get your creative juices flowing.

If you have a 500 point Concord List, enter it in the comments below for us all to enjoy it.



Until next time!

Saturday, 8 July 2017

A system in Chrysies - Scenario 1 Enemy Identified - Freeborn 750


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.
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.
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.
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!

Friday, 30 June 2017

A system in Chrysies - Scenario 1 Enemy Identified - Concord 750


What an absolute exciting time there is around Antares right now.
Weekly gaming club (Primeris Shard) for the folks in and around Notts. Open Signal anthology of short stories available now and Dimensional Gates coming soon.
and of course continued podcasts by both The Freeborn Shard and Noise Sector, which are as excellent as ever.
There was one other thing…  Something about the 1 July…  Not the exciting Warlord Antares Day with the tournament and a selection of talks by the one and only Rick Priestly…  Oh that was it…

The Chryseis Shard!
A brand new awesome expansion including SIX new narrative scenarios, rules for cool new minis and also rules for fighting in hazardous environments along with much more without mentioning the sinister Locus. 
But I know what you all want.  More lists!!
As much as I would love to do twelve lists all in one post, I fear for our sanity.  Let’s handle the lists one scenario at a time.  Starting from the first scenario sounds like a reasonable idea.  
Time to pop kettle on, find a sharpener and prepare the old HB.
Scenario
The first Scenario is Enemy Identified.  Concord are attacking, so we’ll do their list first.  They’ll be facing a Freeborn force, which usually has numerous units so we’ll have to make certain we’re not outnumbered with regards to order dice.
Half our force enters from turn 1 and then the second half enter from turn 2 with command tests as usual, but on random edges.
 
All we have to do is drive off the opposing force by removing half of the enemy’s order dice, although they are also trying to achieve this objective – another reason to keep the order dice count high.
There is perhaps one other thing to note. 
Chryseis Drones are closing, this rogue intelligence can corrupt IMTel reasonably easily.  Unless the IMTel is able to protect itself with the new Iso-Drones.
Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Skirmish Force
750
4-6
0-2
0
0-1


Selecting the army

Our aim is to have a reasonable order dice count, take units that are reasonably resilient but can also hand out a good kicking (would that be “foot” out a good kicking?) in return. 
I’d personally quite like Drop Troops, as the flavour of the situation builds them in nicely; but we’ll see how we get on.
Finally, we can’t take a Subverter Matrix in this scenario.
  Don’t ask why, just don’t take one.  Probes are also a bad idea.

(t) Drop Command Squad (141), SlingNet (+5), Spotter (+10)  = 156
(t) Drop Squad (176), extra Lance (+3), SlingNet (+5), Spotter (+10) = 194
(t) Strike Squad (112), Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), Spotter (+10) = 125
(s) C3D1 Light Support Drone (59), 1 extra Light Support Drones (+59), Spotter (+10) = 128
(a) Iso-Drone (25) = 25
753 points.
  6 Order dice.

Tinker-time.
We’re not far off the points value here.
  The C3D1 is a RoF 3 weapon, so perhaps the Spotter Drone can be repurposed for something else.  Also splitting the C3D1 unit into two separate Support choices would give a 7th order dice.
Should we drop a C3D1 for a X-Launcher?  Or a C3D2 with plasma cannon.
I guess with the random deployment and a max of 4 units to be deployed in the first turn that an X-Launcher may find itself lonely.  To fire OH effectively the X-Launcher will want to be still, and Chryseis Drones love that slow moving crunchy IMTel.  Mmmm, tasty. 
The C3D2 with Plasma Cannon is perhaps too specialised, firing once a turn against a lightly armoured enemy.  The C3D1 has a good RoF and SV for this battle.
(t) Drop Command Squad (141), SlingNet (+5), Spotter (+10)  = 156
(t) Drop Squad (176), extra Lance (+3), SlingNet (+5), Spotter (+10) = 194
(t) Strike Squad (112), Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Lance (+3), Spotter (+10) = 125
(s) C3D1 Light Support Drone (59) = 59
(s) C3D1 Light Support Drone (59) = 59
(a) Iso-Drone (25) = 25
(o) Well Prepared (55) = 5
748 points.
  7 Order dice.
Deploy 4 units on table = Strike Squads, Iso-Drone and one C3D1.
Second Turn the Drop Command, Drop and Second C3D2 appear.
All randomly, but you can’t have everything your own way.
This force fits nicely with the background, suggesting that Drop Troops and Drones were dispatched to attack the Freeborn in a counter strike.
We could really push this to the limit by dropping a Strike Squad and taking a Concord Drone Commander, which is a tactical choice.  We would need an eighth unit to permit this second Limited Choice, which would probably be a third C3D1.
(t) Drone Commander (48), Batter (+20) = 68
(t) Drop Command Squad (141), SlingNet (+5), Spotter (+10)
  = 156
(t) Drop Squad (176), extra Lance (+3), SlingNet (+5), Spotter (+10) = 194
(t) Strike Squad (112), Lance (+3), Spotter (+10) = 125
(s) C3D1 Light Support Drone (59) = 59
(s) C3D1 Light Support Drone (59) = 59
(s) C3D1 Light Support Drone (59) = 59
(a) Iso-Drone (25) = 25
(o) Well Prepared (5) = 5
750 points.
  8 Order dice.
Deploy 4 units on table = Strike Squad, Iso-Drone and two C3D1.
Again the above is quite pleasingly fitted to the background.  Wonder how it would get on.
Cunning deployment tactic.
In this scenario the opponent MUST deploy a single Freeborn unit within 5” of the table centre.
  During table set up, a Chryseis Drone must be deployed in the direct centre of the table.
This means that the Freeborn have a unit that must pass a test before it can be used.
Make it harder for a second unit to assist the first Freeborn unit by placing your three Chryseis drones as close to the table centre as possible.
Additionally, you enter play from the table edges; therefore it is in your best interest to NOT allow the enemy to destroy a Drone in the first turn or two; they’ll be hot on your heels otherwise.
  The other drones you can’t do much about. 
Until next time!

Sunday, 5 February 2017

Port of Call - Kar'a Nine - Concord Builder


Once again we’re taking a break from sailing, as we enjoy shore leave upon Kar’a Nine during this Port of Call.
Kar’a Nine is the new introductory set for Antares, featuring Algoryn and Concord.  We looked at Algoryn last time growing from what is in the box to a fully-fledged 1,000 point force.  Predictably, we’ll do this for the Concord to.

Starting Force
In the box you get two frames of plastic Concord troopers, which can be made into 2 Concord Strike Squads accompanied by 2 C3D1 Light Support Drones. 
There aren’t that many options on the Concord sprues to cause difficult decision making.  Squad leader gets an X-Sling as standard and you could upgrade a basic Plasma Carbine with a Plasma Lance, but as there’s only one Lance per frame you can’t go far wrong.  The Light Support Drone could be given a Plasma Light Support weapon or a Subverter Matrix, I’d suggest a maximum of one being given a Subverter though. 
The basic un-upgraded Concord Strike Squad is 112 points.  The squad size can be increased to a total of 8, but as you only get two sprues of Concord in the set you’ll be left with two units of 5.  I’m going to presume most folks are going to use the Plasma Lance option too.
The Leader can be upgraded to be given Slingnet ammo in their X-Sling and promoted to Leader 2.  The whole squad can be given Plasma Grenades and accompanied by a Spotter Drone. 
Each squad will therefore cost:
C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
These will be accompanied by a pair of Plasma Light Support Drones at 59 points, upgraded with spotters.
So in total, my base cost of the four units will be:
C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
C3D1 Light Support Drone (59), Spotter (+10) = 69
C3D1 Light Support Drone (59), Spotter (+10) = 69
A total of 388 points.

Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
3-4
0-1
0
0-1
Skirmish Force
750
4-6
0-2
0
0-1
Combat Force
1,000
4-8
1-4
0-1
0-2

From the table above, if we’re looking at turning these four units into a 500 point army, we will have the minimum number of three tactical choices.  We would be able to take a fourth tactical choice, a single support choice and a single Auxiliary choice.
If we’re planning on going higher than 500 points we’ll need a fourth tactical option.

Selecting the 500 point army
With a 500 point list we’ve already got 2 Tactical Choices and 2 Support Choices.  This is the first hurdle, reducing the Support Choices.  This is not a problem as both C3D1 Light Support Drones can be fielded as a single unit.  So that leaves us needing one tactical choice.  As we’ve already got 2 Strike Squads, I’m going to pop for the Command Squad.  This is a Limited Choice meaning we need three other units (1 in 4 units being the 25% maximum for Limited Choice units), of which we have.
The list could be:
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Command Squad (110), Spotter (+10) = 120
(s) C3D1 Light Support Drone (59), Extra Light Support Drone (+59), Spotter (+10) = 128
Total = 498 Points & 4 Order dice.
Three infantry units supported by a single unit of Light Support Drones, which pack a nasty punch.  Not too many order dice, so may feel outnumbered, but keeping the opponent at range and supporting the infantry with the drones may offset this – especially if using the Command Squad’s ‘Follow’ ability.

Another list could be:
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Command Squad (110), Spotter (+10) = 120
(s) C3D1 Light Support Drone (59), Spotter (+10) = 69
(a) C3D1GP General Purpose Drone (20), Subverter Matrix (+20) = 40
Total = 479 Points & 5 Order dice

If we choose to build a drone as a GP Subverter Matrix, we reduce the firepower of the Light Support Unit, but potentially gain order dice superiority, even more so if Superior Shard is taken as an upgrade. 
Overall, it doesn’t matter too much how your Light Drones are assembled, much of it is personal preference.

Taking it up to 750
The next 250 chunk is mainly going to be absorbed by a fourth tactical option. 
There will not be enough Limited Choice options available to take a Nuhu or Command Squad.  The Drop Troops are prohibited by requiring a Drop Command Squad, again a Limited Choice.  Kind of forced to take a Strike Squad.  We’ll upgrade this to match the earlier units, nice and symmetrical.
As there’s a Light Support Drone on the plastic sprue (presuming you’ve not bought a metal box of Strike Troopers) we’ll build this as either the Subverter Matrix (if we had 2 Plasma Light Supports) or as a Plasma Light Support (if our first build had a Subverter Matrix).
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Command Squad (110), Spotter (+10) = 120
(s) C3D1 Light Support Drone (59), Extra Light Support Drone (+59), Spotter (+10) = 128
(s) C3 Support Team (40), All Ammo (+15), Spotter (+10) = 65
(a) C3D1GP General Purpose Drone (20), Subverter Matrix (+20), Batter Drone (+20) = 60
Total = 748 Points & 7 Order dice
The two lists at the 500 point level have now merged together.  A pair of Light Support Drones providing a bit of punch, lots of infantry and an X-Launcher all working together.  Every unit has a spotter (well, maybe not the GP Drone) to allow patch sighting for the X-Launcher.

The push to 1,000
Once we reach 1,000 points we unlock the Strategic options to add to the units above. 
We could pop for just a single Strategic option for about 250 points and take a C3M4 Combat Drone.  That’s 249 points as it is and would take our total up to 998 (and 9 Order dice).
We may get some more mileage from taking advantage of the 2 additional Support options and the extra Auxiliary option.
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) C3 Command Squad (110), Spotter (+10) = 120
(s) C3D1 Light Support Drone (59), Extra Light Support Drone (+59), Spotter (+10) = 128
(s) C3 Support Team (40), All Ammo (+15), Spotter (+10) = 65
(s) C3 Interceptor Squad (136) = 136
(s) C3D2 Medium Support Drone (93), Plasma Cannon (+5), Spotter (+10) = 108
(a) C3D1GP General Purpose Drone (20), Subverter Matrix (+20) = 40
(a) Targeter Probes (20) = 20
Total = 992 Points & 10 Order dice
There’s plenty of mileage for the Concord force when starting with the Kar’a Nine set.  Moving from the basic 388 from the intro set through to a 1,000 list.  A 1,000 point list that can be refined further by personal choice for both aesthetics and tactics.
Obviously the above are all suggestions.  I personally have my other lists, elsewhere on this blog, and tend to chop and change constantly.  I could do with making a big list of every options available and allocate to all these options the units that I’d take.  Then chop the list down to fit point’s values.  We’ll see what the future holds for now though.
Until next time!

Monday, 9 January 2017

Port of Call - Kar'a Nine - Algoryn Builder


On our journey around Antares we find ourselves at a Port of Call, a waypoint on our travels.  This happens to be Kar’a Nine.  Which by now avid fans will have started receiving.
So either if you’re starting with this set and look to continue collecting or if you’ve got a few factions already but this is a really great way of starting Algoryn, then hopefully there will be something for you here.
There are many reviews of the set, which I’m not going to repeat.  I’m going to look at how you could load out the squads provided in the set and then suggestions of boosting them to 500 point forces.
We’ll look at the Algoryn first, because “alphabets”.

Starting Force
In the box you get three frames of plastic Algoryn AI troopers, which can be made into 3 AI Squads.
It doesn’t matter too much how you’ve assembled your Algoryn weapons wise as there’s always a bit of wiggle room to be had for such things.  The sprues are put together to include EVERYTHING you could possibly take in a basic AI Squad.
Firstly, an un-upgraded 5 trooper AI Squad is 94 points.  The squad size can be increased to a total of 8 troopers per unit, but I feel that the majority of folks will be assembling their Kar’a Nine Algoryn into 3 squads, so we’ll ignore this for now.  The plastic sprue comes with a Spotter Drone, these guys can help re-roll misses once each turn and help call in Overhead fire once we get adding to the list.  At 10 points they are reasonably cheap and if your dice rolling is as bad as mine, can almost count as an extra man in the unit when shooting.
The unit is always* equipped with at least one micro-X launcher.
  This has the ability to fire Overhead, potentially hitting targets it cannot see if able to patch sight with the unit’s Spotter Drone.  There is the option to upgrade a second trooper to have a second micro-X launcher, or a Mag Repeater.  (*There is the option to give the micro X-launcher armed AI trooper a Mag Gun, but I don’t see why many people would want to, as the micro-X can function as a short ranged Mag Gun most of the time when not on Overhead fire duties).
The unit leader is usually equipped with a Mag Pistol, but can take a Mag Repeater or Mag Gun for just +3 point.
  The leader is also equipped with a X-sling, which is a versatile little thing.  Can be used as a blast D3 weapon, or given special ammo.  It is also a hand weapon so gives the leader +1 Str in hand to hand fighting. 
Speaking of special ammo, the micro-X launchers can also be given this exotic equipment.
Note that when taking special ammo, the cost is for every weapon that has the option.
  We’ll see shortly that a unit with 2 micro-X launchers and an X-sling that chooses to take Overload is a total cost of 15 points (5 point per model and all three are eligible to be upgraded if chosen).  We couldn’t give Overload to just the Leader with the X-sling, we are compelled and obliged to give the upgrade to all three models.
Overload gives the weapon a better SV, but has a chance of running out if rolling a 10 to hit.
Slingnet (the other special ammo) causes no damage, but will cause a single additional pin if any Slingnet shot hits the enemy unit.
  Unlike Overload, Slingnet can be fired Overhead if using micro-X launcher (but not overhead if using an X-sling).
Finally, the unit can be given plasma grenades at 2 points each.
I’ll be assembling my squads all with 2 micro-X launchers, with spotters and Slingnet.
Each squad will therefore cost:
AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
So in total, my base cost of the three units will be 357.
But what can we then add to this….

Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scouting Force
500
3-4
0-1
0
0-1
Skirmish Force
750
4-7
0-3
0
0-1
Combat Force
1,000
4-8
1-5
0-1
0-2

From the table above, if we’re looking at turning these three squads into a 500 point army, we will have the minimum number of three tactical choices.  We would be able to take a fourth tactical choice, a single support choice and a single Auxiliary choice.
If we’re planning on going higher than 500 points we’ll need a fourth tactical option,

Selecting the 500 point army
So our 3 AI Squads have already taken up 357 of our 500 point limit, leaving 143 points remaining.
So far our list is entirely infantry, equipped with many micro-X launchers with Slingnet, all of which are supported with Spotter Drones.
Our Support option is going to be quite important.  We could either go for a Weapon Team (either with Mag Light Support for some long range fire support, or an X-Launcher) or go for something like the Intruder squad.  The Intruders are reasonably fast and armed with twin Mag Repeaters (12 shots at best).  
At the 500 point level it is often worth taking a cheap unit of targeter probes.  They’ll reduce the scatter of the overhead misses, which is always useful – and they’ll add an extra order dice into the dice bag.
One list could be:
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(s) Support Team with X-Launcher (38), Net ammo (+5), Spotter (+10) =53
(a) Targeter Probes (20) = 20
Total = 430 Points & 5 Order dice.
This would leave 70 points to play with to get to 500, but not quite enough to take a fourth and final tactical unit.  Perhaps 45 points on Slingnet could be released to give 115 points to use.  Not quite enough for an Assault or Infiltrator squad, but enough for a Command Squad with a spotter, giving a maximum number of 6 order dice.
Although I quite like the Slingnet, especially if the micro-X launchers can all gang up on a single enemy squad for a single turn.

Another list could be:
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(s) Intruder Skimmer Squad (106), Compactor Drone with Mag LS (+15)
  = 121
(a) Targeter Probes (20) = 20
Total = 498 Points & 5 Order dice.


This list give the Algoryn infantry a mobile fire team, either staying in their Intruders and using 12 shots (SV0) or to switch to the compacted Mag LS for 3 (SV2) shots.
It is obviously personal preference, but with the core of the force being the same, two slightly different feeling armies are already growing. 

Taking it up to 750
The next 250 chunk is mainly going to be absorbed by a fourth tactical option.  We’ll keep away from yet another AI Squad and consider the Command, Assault or Infiltrators.  All of which come to around 125/130 points depending on how they are powered up.
We can’t select another Auxiliary option, so either more Troops or more Support (more support I’d wager).
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Command Squad (104), Spotter (+10) = 114
(s) Intruder Skimmer Squad (106), Compactor Drone with Mag LS (+15)
  = 121
(s) Support Team with X-Launcher (38), Net ammo (+5), Spotter (+10) =53
(s) Specialist Support Team with Plasma Cannon (68+5), Spotter (+10) =83
(a) Targeter Probes (20) = 20
Total = 748 points & 8 Order dice.
This combines the two 500 lists above, taking the X-launcher and the Infiltrators and blending them with the hinted at AI Command Squad (with SV2 carbines) and a Plasma Cannon for the devastating SV value.  We could have gone for a much cheaper Mag LS and saved 45 points (basic Mag LS = 38) but as we have one of those attached to the Infiltrators already, seems not too much point.  

The push to 1,000
Once we reach 1,000 points we unlock the Strategic options to add to the units above. 
We could pop for just a single Strategic option for about 250 points and take a Liberator     X10 Plasma Special with a plasma cannon upgrade.  That’s 249 points as it is.  Perhaps drop some Slingnet to add some more upgrades to this.
But given we’ve got lots of X-weapons, I really want to go for the Mag Mortar.  I love the Mag Mortar, especially with Net ammo.  Feel this would really compliment the whole force.  Also, it would leave enough points left over to take an Avenger skimmer.  This would provide heavier support to the Intruders.
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Squad (94), Extra micro-X (+0), Slingnet (+15), Spotter (+10) = 119
(t) AI Command Squad (104), Spotter (+10) = 114
(s) Intruder Skimmer Squad (106), Compactor Drone with Mag LS (+15)
  = 121
(s) Support Team with X-Launcher (38), Net ammo (+5), Spotter (+10) =53
(s) Specialist Support Team with Plasma Cannon (68+5), Spotter (+10) =83
(s) Avenger Attack Skimmer (118) = 118
(g) Heavy Support Team (97), Mag Mortar (+10), Net Ammo (+5), Spotter (+10) = 122
(a) Targeter Probes (20) = 20
Total = 988 points & 11 Order dice.
10 points left to play with.  Could tinker with the AI Squads maybe and free up some points to give the Avenger a Mag Cannon with a Spotter.  Perhaps the compacted Mag SL and use the points from that too.
Just a quick note on the AI Squads running through these suggestions.  The points cost above is intentionally 119 for each Squad.  This is because the Assault Squad and the Infiltrator Squads are also around this point value.  If you choose to go over 1,000 points you’ll need a fifth tactical option (which could be these), which could then be used in place of one of the basic AI Squads in the above lists for smaller games.
Overall this approach keeps things reasonably neat when it comes to collecting the force, yet also gives a theme running through it.  
And that’s it for the Algoryn starter lists from Kar’a Nine.
We’ll be plugging into the IMTel next time and doing this with a very Concord flavour

Until next time!

Saturday, 31 December 2016

Rebel Ghar 1,000 Point Force


The end of one year and the end of a series of posts.  This is technically the last of the faction 1,000 point lists, but I wouldn't be surprised if we revisited them in a few months.
Well onto the final faction of the year, Rebel Ghar.  These guys are the new kids on the block, having recently been presented in The Battle for Xilos book.  Which is not only great for the updated and new army listings, but also the linked campaign scenarios and character progression.
Focussing on the Rebel Ghar we’ll be wanting to pick a few themes.  Fartok and his elite bunch of Rebels strikes me as one approach.  The other end of that spectrum would be a horde force, we can take as many units as we can.  Finally a Rebel offshoot under the leadership of one of Fartoks trusted commanders.
Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
5-15
1-5
0-1
0-2

There is a minimum of five tactical choices, but theoretical 23 units available.  I suspect that the points limit will see us taking far less than that, but ideally more than 12 units.  Perhaps something upwards of 15 would be good.  Let’s see.

Selecting the army
As with all other 1,000 lists, the chance to take a Strategic unit is opened to us.  For Ghar Rebels these are the Command Crawler, Bombardment Crawler and Attack Crawler.
The Command Crawler is identical to the Empire Support option Command Crawler.  2 Scourer Cannons on a MoD2 vehicle is always nice.  It isn't a close assault beast, but can mop up a heavily pinned enemy unit reasonably well.  Costly as expected.
The Bombardment Crawler is again exactly the same as the Empire version.  Where do these Rebels get their goods?  The Heavy Disruptor Bomber is a joy to watch in action.  MoD2 made more effective by taking bomb feeder Scutters to prevent running out of ammo at a bad moment. Again costly.
The new strategic option is the Rebel Attack Crawler, which appears to be a Command Crawler chassis but with 2 Mag LS (or upgraded with Mag Cannons or Quad Mag Repeaters) and no Command/Leader ability.  It’s the cheapest of the lot, but still quite expensive.  

I’m Fartok:
Straight out of the blocks and we want to take Fartok.  He replaces the Rebel Commander in Battle Armour and can be given unit upgrades.  He’s a tad expensive.  Then we’ll want Black Guard and a few other Battle Suits I reckon, these Ghar know where to find the best equipment and not having to use much of that stuff the abominations left lying around. 
(t) Fartok (179), 2 Troopers (+170) = 349
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61) = 61
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(s) Rebel Battle Squad (184), Plasma Amps (+30) = 214
(a) Tectorist Scouts (20) = 20
(a) Wrecking Squad (55) = 55
Total = 997 points & 11 (+2 Amp) order dice.
It has Fartok, it has lots of Black Guard, it has as many Battle Armoured squads as we can afford and also fit in with the Limited Choice conditions.  Also has some useful support weapons.  I’ve not gone for an expensive Strategic choice purely because they are quite expensive, just like Fartok and his armoured buddies.
The Wrecking Squad add a nice mopping up assault unit but also aid the battle armoured guys with Ag tests and Down recoveries.
And at 997 points, I'm not really sure if there is anything else to do for it…
   
Final List for I'm Fartok (t) Fartok (179), 2 Troopers (+170) = 349
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61) = 61
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(s) Rebel Battle Squad (184), Plasma Amps (+30) = 214
(a) Tectorist Scouts (20) = 20
(a) Wrecking Squad (55) = 55
Total = 997 points & 11 (+2 Amp) order dice.

The Black Guard and weapon teams drop as many pins on things as they can while the armoured Ghar take up position, before launching a devastating strike on a small portion of the enemy.  Then Fartok can chew through the rest of the enemy.  Well, that’s the hope.

Rebels Sir, Thousands of them:
Here we’re going for lots of cheap(ish) units.  A mix of Black Guard and Unarmoured Rebels, along with lots of cheap weapons teams and perhaps a Creaper and scutter unit too.

(t) Outcast Rebel Command Squad (73), Maglashes (+6) = 79
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61) = 61
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(t) Rebel Quad Mag Repeater Team (26) = 26
(t) Rebel Quad Mag Repeater Team (26) = 26
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Mag Cannon
  (+10), Plasma Amps (+10) = 108
(s) Rebel Attack Scutters (88), Plasma Amps (+30) = 118
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 1,024 points & 18 (+4 Amp) order dice.
That’s a lot of units. 
We could go for some more, but we’d need to drop some of the heavier items, like the Creepers.  There is probably some safety in numbers with the Creepers being in separate units.  Speaking of them being in separate units, quick check on the Limited Choice conditions:
Limited Choice Units = Rebel Creeper x 3 + Scutters = 4 Units.
  Require 16 units to take these 4 Limited Choices.  18 units in total, so that’s fine…  Well, 17 once we drop a unit to get below the points limit.
24 points over, which can be recovered from dropping a Quad Mag Repeater –purely because I don’t have the model of the Quad Mag Repeater yet. 

Final list for Rebels Sir, Thousands of them
(t) Outcast Rebel Command Squad (73), Maglashes (+6) = 79
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61) = 61
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(t) Rebel Quad Mag Repeater Team (26) = 26
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Mag Cannon
  (+10), Plasma Amps (+10) = 108
(s) Rebel Attack Scutters (88), Plasma Amps (+30) = 118
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 998 points & 17 (+4 Amp) order dice.
Likely to face forces with up to 10 units, we’re likely to outnumber any opponent.  Units with high Res are not perfectly safe either, point enough Mag Guns at a Res 15 unit and it will eventually collapse.  Eventually.  The larger Mag Cannon and to an extent the Disruptor Cannon can help take down some of the opponent’s bigger brutes.  Rest of the force may be able to pin units out of the game if things work out nice. 
Another benefit is that if one unit gets pinned it doesn't matter.  We have plenty more units to fight back with and by that time the original pinned unit of ours will have recovered.
No. I’m Fartok:
The last of the three themes was to be commanded by a regular Ghar commander in Battle Suit, ably assisted by a few Black Guard and some regular Outcasts.  Let’s see where this madness takes us.
(t) Outcast Rebel Command in Battle Armour (102), 2 troopers (+120), Plasma Amps (+30) = 252
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(t) Rebel Quad Mag Repeater Team (26) = 26
(s) Rebel Bomber Squad (127), Plasma Amps (+20) = 147
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Mag Cannon
  (+10), Plasma Amps (+10) = 108
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 997 points & 14 (+4 Amp) order dice.
Again just about on the money.  There are 3 Limited Choices (Creeper & Bomber) so we’re okay with that too.  A nice feel to this list personally, a bit of everything in a way.
Final list for No, I’m Fartok
(t) Outcast Rebel Command in Battle Armour (102), 2 troopers (+120), Plasma Amps (+30) = 252
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Black Guard (61), Lance (+6), Micro-X (+0), Plasma Carbine (+3) = 70
(t) Outcast Rebel Squad (49) = 49
(t) Outcast Rebel Squad (49) = 49
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Disruptor Cannon Team (26) = 26
(t) Rebel Mag Cannon Team (36) = 36
(t) Rebel Quad Mag Repeater Team (26) = 26
(s) Rebel Bomber Squad (127), Plasma Amps (+20) = 147
(s) Rebel Creeper (88), Plasma Amps (+10) = 98
(s) Rebel Creeper (88), Mag Cannon
  (+10), Plasma Amps (+10) = 108
(a) Tectorist Scouts (20) = 20
(a) Flitters (20) = 20
Total = 997 points & 14 (+4 Amp) order dice
May be lacking in disposable troops, but hopefully the weapons teams will compensate for early casualties. 

And that’s it for the 1,000 lists.
Very soon there will be an Introductory Set “Strike on Kar’a Nine” which comes with 3 Algoryn AI squads and 2 Concord Squads (and 2 LS Drones).
  We’ll be wanting to see what we can add to these intro forces to make them up to 500 points (and possibly 1,000 points too).
Until next time!