Showing posts with label Boromite. Show all posts
Showing posts with label Boromite. Show all posts

Monday, 25 September 2017

Army Lists V2 - Boromite Prospectors - Builder List


Boromite Rock Father’s Prospectors Gang

Hard workers.  Loyal to the Rock Father.


Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scout Force
500
3-5
0-2
0
0-1


(t) Rock Father (144), Plasma Carbine (+9), Tractor Maul (+5), 2 Extra Troops (+46) = 204
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(s) Support Team (36), X-Launcher (+0) = 36
(s) Support Team (36), Mag LS (+0) = 36
(a) Micromites (20) = 20
Total = 500


Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Skirmish Force
750
4-8
0-4
0
0-1


(t) Rock Father (144), Plasma Carbine (+9), Tractor Maul (+5), 2 Extra Troops (+46) = 204
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), Vorpal (+10), Borer (+15) = 132
(s) Support Team (36), X-Launcher (+0) = 36
(s) Support Team (36), Mag LS (+0) = 36
(a) Micromites (20) = 20
Total = 750

  

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
5-9
1-5
0-1
0-2


(t) Rock Father (144), Plasma Carbine (+9), Tractor Maul (+5), 2 Extra Troops (+46) = 204
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), Vorpal (+10), Borer (+15) = 132
(s) Support Team (36), X-Launcher (+0) = 36
(s) Support Team (36), X-Launcher (+0) = 36
(s) Support Team (36), Mag LS (+0) = 36
(g) Hauler (190), Mag Cannon (+10), Spotter (+10) = 210
(a) Micromites (20) = 20
Total = 996

  

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Battle Force
1,250
5-10
2-7
0-2
0-2


(t) Rock Father (144), Plasma Carbine (+9), Tractor Maul (+5), 2 Extra Troops (+46) = 204
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Work Gang Mass Compactors (98), Reflex (+10), 2 Vorpal (+20) = 128
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), 2 Vorpal (+20), Borer (+15) = 142
(s) Support Team (36), X-Launcher (+0) = 36
(s) Support Team (36), X-Launcher (+0) = 36
(s) Support Team (36), Mag LS (+0) = 36
(g) Hauler (190), Mag Cannon (+10), Spotter (+10) = 210
(g) Hauler (190), Mag Cannon (+10), Spotter (+10) = 210
(a) Micromites (20) = 20
(a) Micromites (20) = 20
Total = 1,246

  

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Offensive Force
1,500
6-12
3-8
0-4
0-3


(t) Rock Father (144), Plasma Carbine (+9), Tractor Maul (+5), 2 Extra Troops (+46), Extra Shield  (+10) = 214
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), 2 Vorpal (+20), Borer (+15) = 142
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), 2 Vorpal (+20), Borer (+15) = 142
(s) Support Team (36), X-Launcher (+0), Spotter (+10) = 46
(s) Support Team (36), X-Launcher (+0), Spotter (+10) = 46
(s) Support Team (36), Mag LS (+0) = 36
(g) Hauler (190), Mag Cannon (+10), Spotter (+10), Batter (+20) = 230
(g) Hauler (190), Mag Cannon (+10), Spotter (+10), Batter (+20) = 230
(a) Micromites (20) = 20
(a) Micromites (20) = 20
(a) Engineers (44), Plasma Pistols (+8) = 52
Total = 1,500

  

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Invasion Force
1,750
6-13
3-9
0-4
0-3


(t) Rock Father (144), Plasma Carbine (+9), Tractor Maul (+5), 2 Extra Troops (+46), Extra Shield (+10) = 214
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), 2 Vorpal (+20), Borer (+15) = 142
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), 2 Vorpal (+20), Borer (+15) = 142
(s) Support Team (36), X-Launcher (+0), Spotter (+10) = 46
(s) Support Team (36), X-Launcher (+0), Spotter (+10) = 46
(s) Support Team (36), Mag LS (+0) = 36
(s) Rock Riders (103), Lectro Lances (+12) = 115
(g) Hauler (190), Mag Cannon (+10), Spotter (+10), Batter (+20) = 230
(g) Hauler (190), Mag Cannon (+10), Spotter (+10), Batter (+20) = 230
(a) Micromites (20) = 20
(a) Micromites (20) = 20
(a) Engineers (44), Extra Troop (+12), Plasma Pistols (+12) = 68
Total = 1,749



Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Conquest Force
2,000
6-14
3-10
0-5
0-3


(t) Rock Father (144), Plasma Carbine (+9), Tractor Maul (+5), 2 Extra Troops (+46), Extra Shield (+10) = 214
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), 2 Vorpal (+20), Borer (+15) = 142
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), 2 Vorpal (+20), Borer (+15) = 142
(s) Support Team (36), X-Launcher (+0), Spotter (+10) = 46
(s) Support Team (36), X-Launcher (+0), Spotter (+10) = 46
(s) Support Team (36), Mag LS (+0) = 36
(s) Rock Riders (103), Lectro Lances (+12) = 115
(g) Hauler (190), Mag Cannon (+10), Spotter (+10), Batter (+20) = 230
(g) Hauler (190), Mag Cannon (+10), Spotter (+10), Batter (+20) = 230
(g) Heavy Support Team (84), Heavy Frag Borer (+35), Spotter (+10) = 129
(g) Heavy Support Team (84), Heavy mag Cannon (+10), Spotter (+10) = 104
(a) Micromites (20) = 20
(a) Micromites (20) = 20
(a) Engineers (44), Extra Troop (+12), Plasma Pistols (+12), Implosion Grenades (+9) = 77
Total = 1,991

Army Lists V2 - Boromite Guild - Builder List


Boromite General Guild

Hard workers.  Loyal to the Guild Mother.


Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Scout Force
500
3-5
0-2
0
0-1


(t) Overseer Squad (105), Tractor Maul (+5) = 110
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Lavamites (82) = 82
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10) = 46
(s) Support Team (36), Mag LS (+0) = 36
(a) Micromites (20) = 20
Total = 498


Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Skirmish Force
750
4-8
0-4
0
0-1


(t) Overseer Squad (105), Tractor Maul (+5), Spotter (+10) = 120
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Lavamites (82), 3 Hatchlings (+45) = 127
(t) Work Gang Mass Compactors (98), Reflex (+10), 2 Vorpal (+20) = 128
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), Mag LS (+0) = 36
(a) Micromites (20) = 20
Total = 747

  

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
5-9
1-5
0-1
0-2


(t) Overseer Squad (105), Tractor Maul (+5) = 110
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Lavamites (82), 3 Hatchlings (+45) = 127
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), Mag LS (+0) = 36
(g) Heavy Support Team (84), Heavy Frag Borer (+35), Spotter (+10), Batter (+20) = 149
(a) Micromites (20) = 20
Total = 994

  

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Battle Force
1,250
5-10
2-7
0-2
0-2


(t) Overseer Squad (105), Tractor Maul (+5) = 110
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Lavamites (82) = 82
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), Vorpal (+10), Borer (+15) = 132
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), Mag LS (+0) = 36
(g) Heavy Support Team (84), Heavy Frag Borer (+35), Spotter (+10), Batter (+20) = 149
(g) Heavy Support Team (84), Heavy mag Cannon (+10), Spotter (+10), Batter (+20) = 124
(a) Micromites (20) = 20
(a) Engineers (44) = 44
Total = 1,249

  

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Offensive Force
1,500
6-12
3-8
0-4
0-3


(t) Overseer Squad (105), Tractor Maul (+5) = 110
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Lavamites (82) = 82
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), Vorpal (+10), Borer (+15) = 132
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), Vorpal (+10), Borer (+15) = 132
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), Mag LS (+0) = 36
(g) Heavy Support Team (84), Heavy Frag Borer (+35), Spotter (+10), Batter (+20) = 149
(g) Heavy Support Team (84), Heavy mag Cannon (+10), Spotter (+10), Batter (+20) = 124
(g) Hauler (190), Mag Cannon (+10), Spotter (+10) = 210
(a) Micromites (20) = 20
(a) Micromites (20) = 20
(a) Engineers (44) = 44
Total = 1,493

  

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Invasion Force
1,750
6-13
3-9
0-4
0-3


(t) Overseer Squad (105), Tractor Maul (+5) = 110
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Lavamites (82) = 82
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), Vorpal (+10), Borer (+15) = 132
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), Vorpal (+10), Borer (+15) = 132
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), Mag LS (+0) = 36
(s) Rock Riders (103), Lectro Lances (+12) = 115
(g) Heavy Support Team (84), Heavy Frag Borer (+35), Spotter (+10), Batter (+20) = 149
(g) Heavy Support Team (84), Heavy mag Cannon (+10), Spotter (+10), Batter (+20) = 124
(g) Hauler (190), Mag Cannon (+10), Spotter (+10) = 210
(a) Micromites (20) = 20
(a) Micromites (20) = 20
(a) Engineers (44), Plasma Pistols (+8), Vorpal (+10), Implosion Grenades (+6) = 68
Total = 1,750



  

Force Selector

Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Conquest Force
2,000
6-14
3-10
0-5
0-3


(t) Overseer Squad (105), Tractor Maul (+5) = 110
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Lavamites (82) = 82
(t) Work Gang Mass Compactors (98), Reflex (+10), Vorpal (+10) = 118
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), Vorpal (+10), Borer (+15) = 132
(t) Work Gang Heavy Tractor Maul (98), Reflex (+10), Vorpal (+10), Borer (+15) = 132
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), X-Launcher (+0), 2 Ammo (+10), Spotter (+10) = 56
(s) Support Team (36), Mag LS (+0) = 36
(s) Rock Riders (103), Lectro Lances (+12) = 115
(g) Heavy Support Team (84), Heavy Frag Borer (+35), Spotter (+10), Batter (+20) = 149
(g) Heavy Support Team (84), Heavy mag Cannon (+10), Spotter (+10), Batter (+20) = 124
(g) Hauler (190), Mag Cannon (+10), Spotter (+10) = 210
(g) Matronite (278), Heavy Mag Cannon (+35), Spotter (+10), 3 Hatchlings (+45) = 368
(a) Micromites (20) = 20
(a) Micromites (20) = 20
(a) Engineers (44), Plasma Pistols (+8), Vorpal (+10), Implosion Grenades (+6) = 68
Total = 2,000

Friday, 25 November 2016

Boromites 1,000 Point Force


Hello again everyone, this time we’ll be taking a look at Boromites.  There have been some videos recently by the lovely Mr Andy Hobday and he has mentioned that the Matrinite Brood Mother is getting closer and closer,  so close in fact that it has been released today (huzzah!!) so it’s probably about time to see what this faction can do at 1,000 points.

It’s not all gribbly lavians though, in the spirit of the lists in previous posts we’ll look at three different sources of inspiration.  Obviously Brood Mother and other lavians being the focus of one, then a more traditional (or as traditional as the Guild Matriarch permits) Guild force and finally an excommunicated Guild Father who is now constantly on the move (some say he’s looking for a lost family member…).

Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
5-9
1-5
0-1
0-2

The Boromites have to take more tactical units than other forces but they can potentially take 9, which is going to let you outnumber all but Rebel Ghar if that sort of thing interests you.

And of course, with the 1,000 points comes the Strategic option.

Selecting the army
In prior Boromite lists we’ve taken a peek at the majority of the units (did I mention I love Heavy Tractor Mauls in this post yet?) but not the Strategic ones.  About time we changed that…

Boromite Heavy Support Team can be equipped with Heavy Mag Support (High RoF, Medium SV), Heavy Mag Cannon (single shot, High SV), Heavy Frag Border (single shot, increasing SV), X-Howitzer and Mag Mortar.  This is the cheapest of the Strategic options and quite a bit of variety, but it is also the only option with only 1 order dice.  I really like the Heavy Frag Borer model, but getting the target to sit still for turn after turn to ramp up the SV is a tad tricky.  To poorly quote a TV classic “They don’t like it up ‘em”.  Generally though if the plan of the army is taking as many units as possible, you can’t go far wrong with this.

Then comes the Matronite Brood Mother, looming in with its MoD2 and 4 Mag LS.  With Res 15, she is probably going to save, but as Ghar players know that “Only fail on a 10” happens at the most inconvenient moments.  It’s a slow critter that puts out loads of firepower (with a nasty sting if you go for a Heavy Mag Cannon too – and Spotter) but she only has 1 attack.  Tactic time – With one attack, it’s not going to win combat after combat unless the enemy is already heavily pinned, at which point if the enemy are sufficiently pinned (3 more pins that the Brood Mother ought to do it) then you can force the enemy to continue fighting against you for further rounds and gobble, then gobble up a single squad member a turn until they either break from combat and are treated as destroyed, or the Brood Mother finishes her mid-battle snack.  A batter drone will null some of the pain of incoming fire that will inevitably be attracted and hatchings help to spread the shots around as meat shields. 

Then there are two vehicles for the Boromites, the Hauler and the Heavy Hauler.  Both with transport capacity for taking Vaporally Armed Heavy Tractor Maul Miners into the heart of the enemy.  Reasonably armed and armoured with MOD, they can provide a fire base from which to launch attacks and ideally pin a couple of units a turn while covering the infantry advance.  The Mag LS weapons can be upgraded and the Heavy Boromite Hauler can take similar options to the Heavy Support team, but with the benefit of MoD 3 and firing 3 times potentially (3 Mag Mortar Net shots per turn? *shudders with delight*).

We’ve looked at the other non-Strategic options previously so let’s look at the forces we can cobble together.              

Lavians, Lavians, Lavians:
Going heavy into the lavian species, taking as many options as feasible, along with Brood Mother.  With Lavamites and hatchlings, once in combat it should do a lot of damage.  The trick being to get into combat before being pinned to a standstill. 

(t) Overseer Squad (105), Tractor Maul (+5) = 110
(t) Gang Fighters (97), Lectro Lash (+5) = 103
(t) Work Gang with Heavy Tractor Mauls (98), 2 Vorpal Charges (+20) = 118
(t) Lavamites (82) = 82
(t) Lavamites (82) = 82
(s) Rock Rider Squad (97), Lectro Lances (+12) = 109
           
(s) Support Team with X-Launcher (36), Net (+5) = 41
(s) Support Team with X-Launcher (36), Net (+5) = 41
(s) Support Team with Mag LS (36) = 36
(g) Matronite Brood Mother (258) = 258
(a) Micromite Probe Shard (20) = 20
Total = 1,000 points & 12 order dice.

Really?  1,000 just like that out of the blue on the first attempt without any faffing about?
Let’s run it through the calculator once more…
Yep.
  It’s legit.  Crikey.

One worry I have is there is not enough ranged weapons capable of dropping pins on the enemy, so it is tempting to drop the Work Gang with Heavy Tractor Mauls for a second unit of Gang Fighters and have 15 points to play with.  But you know, for the moment I’d going to stick with the above and see if they really need the ranged unit or not.  A Fire Ordered Matronite can technically lay down 8 pins per turn I guess…



Guild Matriach:
So this force will be (in my eyes at least) a fairly typical guild force based around a core of gangers and miners and putting as many dice in the bag as possible. I want the final list (which we’ll get to in a minuite) to have a Hauler, so the support for this list will be a Heavy Frag Borer (as the previous list used a Matronite). 

(t) Matriach (136), 2 extra Gun Drones (+28), 2 Shield Drones (+10) = 174
(t) Gang Fighters (97), Lectro Lash (+5) = 103
(t) Gang Fighters (97), Lectro Lash (+5) = 103
(t) Work Gang with Heavy Tractor Mauls (98), 2 Vorpal Charges (+20) = 118
(t) Work Gang with Mass Compactors (98), 2 Vorpal Charges (+20) = 118
(t) Work Gang with Mass Compactors (98), 2 Vorpal Charges (+20) = 118
(t) Lavamites (82) = 82
(s) Support Team with Mag Cannon (46) = 46
(s) Support Team with X-Launcher (36), Net (+5) = 41
(s) Support Team with X-Launcher (36), Net (+5) = 41
(s) Support Team with Mag LS (36) = 36
(s) Support Team with Mag LS (36) = 36
(g) Heavy Support Team (84), Heavy Frag Borer (+35), Spotter (+10) = 129
(a) Micromite Probe Shard (20) = 20
(a) Engineer Squad (44), Plasma Pistols (+8), Vorpal Charge (+10) = 62
Total = 1,227 points & 15 order dice.

Mildly over this time.  Perhaps drop one of the Work Gangs and one of the Gang Fighters.  Would still need to find 6 points from somewhere.
Does the Matriarch need 4 Gun Drones?
  Perhaps only 3.  Or maybe dispose of a Vorpal Charge from engineers (as I intend for them to stick around the weapons teams and remove pins with their Auto-Workshop).



Final list for Guild Matriarch
(t) Matriach (136), 2 extra Gun Drones (+28), 2 Shield Drones (+10) = 174
(t) Gang Fighters (97), Lectro Lash (+5) = 103
(t) Work Gang with Heavy Tractor Mauls (98), 2 Vorpal Charges (+20) = 118
(t) Work Gang with Mass Compactors (98), 2 Vorpal Charges (+20) = 118
(t) Lavamites (82) = 82
(s) Support Team with Mag Cannon (46) = 46
(s) Support Team with X-Launcher (36), Net (+5) = 41
(s) Support Team with X-Launcher (36), Net (+5) = 41
(s) Support Team with Mag LS (36) = 36
(s) Support Team with Mag LS (36) = 36
(g) Heavy Support Team (84), Heavy Frag Borer (+35), Spotter (+10) = 129
(a) Micromite Probe Shard (20) = 20
(a) Engineer Squad (44), Plasma Pistols (+8) = 52
Total = 996 points & 13 order dice.

Lots of weapons teams and a few infantry.  In fact it may not have quite the amount of infantry needed for most missions.



Excommunicated Rock Father:
This force is going to be centred around an excommunicated Rock Father, who has been forced to abandon his original guild.  He’s picked up a Hauler along the way and backed up by some of his loyal guild colleagues who have also been removed from the original guild.

(t) Rock Father (144), +2 Gangers (+46), 2 Shield Drones (+10), Plasma Carbine & Maul (+14) = 214
(t) Gang Fighters (97), Lectro Lash (+5) = 103
(t) Gang Fighters (97), Lectro Lash (+5) = 103
(t) Work Gang with Heavy Tractor Mauls (98), 2 Vorpal Charges (+20) = 118
(t) Work Gang with Mass Compactors (98), 2 Vorpal Charges (+20) = 118
(s) Support Team with Mag Cannon (46), Spotter Drone (+10) = 56
(s) Support Team with X-Launcher (36), Net (+5) = 41
(s) Support Team with Mag LS (36) = 36
(g) Hauler (170), Batter Drone (+20) = 190
(a) Micromite Probe Shard (20) = 20
Total = 999 points & 10 order dice..

Good grief, first draft and it’s at 1,000 (well, there about).
Work Gangs can scot up in the Hauler, while the Rock Father leads the two Gang Fighter squads forward under the cover of the heavier weapons.
  Not quite so many weapons teams, which would fit the Rock Father’s current situation. 



With the release of the Matronite Brood Mother the release I am most looking forward to next is the Work Gangs with Heavy Tractor Mauls.  I really, really look forward to getting my hands on some of these one day…  One day…

 Until next time!

Wednesday, 3 August 2016

Xilos Campaign - Scenario 6 - A Greater Conflict 750 points


Well I certainly hope everyone has enjoyed their time spent on Xilos.  It won’t be long until we’re fleeing the collapsing planet and clambering on board whatever vessel is available to help us escape, but before the mad panic…  I mean “considered retreat” we have one last scenario to wade ourselves through.  Or prevent others from wading through to safety if you’re a cold hearted, mean spirited, bad tempered, human hating, lip smacking, thirst quenching Ghar. 

So as this scenario has every faction we have a whole bunch of army lists to consider for every faction.

There is the option to play this scenario with 1,000 or 750 point lists.  I’m going to aim for 750 points for now, I may revisit in future and make supplemental 1,000 point lists though.


Force Selector
Faction
Points
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Algoryn
375
1*-4
0-1
0
0-1
Concord
375
1*-4
0-1
0
0-1
Isorians
750
4-6
0-2
0
0-1
Merc Boromites
750
4-8
0-4
0
0-1
Merc Freeborn
750
4-7
0-3
0
0-1
Ghar Empire
750
2-4
0-1
0
0-1
Ghar Rebels
750
4-12
0-3
0
0-1

The Concord and Algoryn are going to be using the Combined Forces rule on pages 66 & 67 of the Xilos book.  Due to the low points values available we will presume that they only have to take a single tactical choice as noted in the Combine Forces section.


Scenario
Essentially there is a big 12x6 battlefield.  On one side are two antagonistic Ghar forces, the other is a big giant wave of destruction as the planet implodes.  Between them are the other factions all trying to fight past the Ghar, while carrying their relics before the ground beneath their feet beings to crumble. Or trying to capture the relics from the other factions as they dash past them and into the Ghar. 

Essentially we’ll be wanting our non-Ghar forces to contain some infantry units to carry relics and our Ghar forces to be well armoured to hammer the other Ghar force before the miserable abominations try and spoil the fun.

Also, because they play such a crucial role in much of the back story, we’ll want to try and get as many of the named characters in as possible.


Selecting the armies
As there are so many lists to do, we’ll just put the list together for each of the factions without pulling the unit details apart too much.

Concord & Algoryn Alliance
(t) Tar Es Janar (105), 4x Troopers (+60) = 185
(t) AI Assault Squad (120) = 120
(s) Support Team (38) = 38
(a) Medic Team (30) = 30
Algoryn Subtotal = 373
(t) Commander in Chief Josen (134), 2x Troopers (+44) = 178
(t) Strike Squad (112), Lance (+3) = 115
(s) C3D1 LS Drone (59) = 59
(a) Targeter Probes (20) = 20
(o) Well Prepared (5) = 5
Concord Subtotal = 377
Total = 750 points & 8 order dice.

Because Tar Es Janar and Josen are both substituting for Limited Choices we’ll need to ensure there are enough units to permit their inclusion. 

Isorians
(t) Done Commander Xantu (61), Spotter (+10), Nano Probe Net (+30), 2x LS Drones (+158) = 259
(t) Phase Squad (112), 3x Troops (60), Lance (+3), Spotter (+10) = 185
(t) Tsan Ra Phase Squad (93), Spotter (+10) Slingnet (+5) = 108
(t) Pulse Bike Squad (136), Spotter (+10), Compactor Drone with Plasma Cannon (+25) = 171
(a) Targeter Probes (20) = 20
(o) Well Prepared (5) = 5
Total = 748 points & 6 order dice (the Nano Probe Net adds an order dice).

The increased squad members in the Phase Squad ought to permit them to run the gauntlet across the table, supported by the Tsan Ra who can hopefully punch a hole through most things for them. 

Mercenary Boromites
(t) Arran Gestalin (120), 2xGun Drones (+28), 2x Shield Drones (+20), HL Boster (+20) = 188
(t) Gang Fighters (97), Lectro Lash (+5) = 102
(t) Work Gang (98), Heavy Tractor Mauls (+0), Borer Drone (+15), Reflex Armour (+10) = 123
(t) Work Gang (98), Mass Compactors (+0), 2x Vorpal Charges (+20) = 118
(s) Rock Rider Squad (97), Lectro Lances (+12) = 109
(s) Support Team (36) = 36
(s) Support Team (36) = 36
(s) Support Team (36), X-Launcher (+0) = 36
Total = 748 points & 8 order dice.

Long range fire power from a couple of Mag LS backed up by X-Launcher along with some close combat muscle to wrestle relics from passers by.  The Rock Riders provide a little extra mobility on a large battlefield.

Mercenary Freeborn
(t) Amano Harran (126), 6x Bodyguards (+126), HL Booster (+20), Medi Drone (+20), Batter Drone (+20), Shield Drone (+10), Phase Armour (+7) = 329
(t) Vardanari (124) = 124
(t) Domari (97), Mag gun (+3), Micro-X Launcher (+0) = 100
(t) Domari (97), Mag gun (+3), Micro-X Launcher (+0) = 100
(s) Support Team (34) = 34
(a) LS Drone (59) = 59
Total = 746 points & 6 order dice.

A solid hard hitting core of bodyguards for Amano Harran, with lots of fire absorption to keep him safe.  Long range firepower form the Mag LS and the LS Drone, while using the Domari in support of the two elite units with their Micro-X Launchers.

Ghar Empire
(t) Battle Squad (184), Plasma Amps (+30) = 214
(t) Battle Squad (184), Plasma Amps = 214
(t) Disruptor Cannon (24)
(s) Karg (264), Plasma Amp (+10) = 274
(a) Tectors (20) = 20
Total = 746 points & 6 (+3 Amp) order dice.

Two solid Ghar Battle Squads and Karg can pump out loads of disruption to anything that comes close to them.  Along with a couple of units to absorb the “disruptor dice”. 

Rebel Ghar
(t) Fartok (179), 2x Trooper (+170) = 349
(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) Disruptor Cannon (24) =24
(t) Mag Cannon Team (36) = 36
(s) Rebel Creeper (88), Mag Cannon (+10), Plasma Amp (+10) = 108
(a) Tectors (20) = 20
Total = 747 points & 9 (+2 Amp) order dice.

Lots of smaller Ghar units to drop pins on anything that comes too close (and can ignore a pin themselves with a friendly Tector nearby), but the death dealing comes at ranged from the MoD 2 (Amped to be MoD 3) Creeper with Mag Cannon and the Rebel Leader himself, Fartok.

And there we have our pick of whichever faction we end up taking in the massive scenario 6 battle.

If all these forces were on the table at once a massive 53 order dice (+5 for Amplifiers) would go into the bag for the first turn.  It would probably take up the best part of the day…  Now to find some willing victims players.

And that concludes out time on Xilos. 

As the planet is consumed in a whirling miasma of temporal confusion we’ll sail away on which ever ship will have us and plunge back through the gate to the Antarean Gate System, ready to start on the 1,000 point lists for all factions.

Until next time!