Showing posts with label Freeborn. Show all posts
Showing posts with label Freeborn. Show all posts

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!

Saturday, 24 December 2016

Freeborn 1,000 Point Force


Faster than a speeding Santa, we’re continuing to race around Antares looking at army lists for the various factions. 

In the news letter from Warlord this week there was a sneaky picture of some painted Skarks. http://us1.campaign-archive2.com/?u=71ca505c950f8867eb0fa9748&id=c24cdf6d09&e=[UNIQID]

Seems reasonable to look at the Freeborn this time.  But what kind of themes?  Skarknado!! Maybe.
I really like the idea of having a group of merchant traders that deal with problems in the simplest of terms. I also really like the Nuhu melds, but they don’t scream “traders”, more an offshoot of a shard gone bad, perhaps more feral.
  Finally a crack troupe of mercenary fighters doing the dirty work the IMTel factions don’t want to do themselves. 


Force Selector
Force size
Points Value
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Combat Force
1,000
5-7
1-5
0-1
0-2

A standard set of options for the Freeborn, not the most numerous of all the lists but still plenty of wiggle room to give some head scratching moments when trying to decide what to take.  The obligatory Strategic option rolls in at this level too.

Selecting the army
As we’ve come accustomed to, we need to take a peek at the new Strategic options available to the lists.
Freeborn Heavy Support Team can be equipped with Heavy Mag Support (High RoF, Medium SV), Heavy Mag Cannon (single shot, High SV), X-Howitzer and Mag Mortar.  It fills the roll of being a heavier weapon, as one would expect. 
There is a Limited Choice option in the guise of a Specialist Heavy Support team, equipped with Plasma or Fractal bombards.  Again, nothing really making me excited about these in the list.  Useful if big gun is needed for low points.
Feral Meld Skark appears to be a close combat beast.  6 attacks in hand to hand with SV2 is quite nice.  It is a humongous beast, when it fails its Resistance test during the hand to hand it at least gets to roll on a table.  Perhaps it is best at picking off small units (like support weapon teams) that cannot damage it too badly in closing fire, nor have too many attacks in the assault themselves. Being Fast it can strike from a distance; coupled with Savage Strike meaning it will more than likely make the assault.  Notably it is the cheapest of all the Strategic choices.  Leader re-rolls may be worth investing in, along with the Plasma Carbine (please make the Carbine an option in the box Warlord!!).
The remaining strategic choices are almost identical to the Concord Strategic Drones.  An M4 Combat Drone, a T7 Transport then the M25/M50 Heavy drones with all their fun and goodness (not to mention MoD3 Mag Mortar.
Only the Meld Skark making itself stand out as being something truly new, but solid options none the less.
Just a quick note that we kind of skipped over the Striker Attack Skimmer in the 500 point list (it was rather pointsy).  MoD 2 is good, Plasma Light Support is nice, but can be upgraded to a cannon for extra killyness.  Spotter is almost mandatory if taking the cannon though.

Merchant Traders:
For this variant, I’d like to focus mainly on the Domari, the middle ground.  The guys that go with the proverbial caravans to make sure that if any trouble happens, they can have a good go at seeing it off in time for the mercantile folk to escape. 

(t) Freeborn Command Squad (111), HyperLight (+3) = 114
(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(s) Striker Attack Skimmer (148) = 148
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag Cannon (44), Spotter (+10) = 54
(g) Heavy Support Team with Mag Mortar (71), Ammo (+15), Spotter (+10), Batter (+20) = 116
(a) Targeter Probe Shard (20) = 20
Total = 985 points & 13 order dice.
POW!!  15 points to go.  Tempting to drop them on the X-Launcher to give it more ammo, but there may be some other gems to be found first. 
Perhaps a spotter in the Vardinari unit, for patching with the Mag Mortar or X Launcher.  But then on the other hand, the Get Up! Army option could save a unit in a pinch.  Perhaps switch the Hyper Light in the Command Squad for the Phase Armour of the Isori.
That would leave 5 points, just enough for a Well Prepared.  In anticipation of missing a crucial shot with the Mag Cannon.

Final List for Merchant Traders
(t) Freeborn Command Squad (111), HyperLight (+3) = 114
(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(s) Striker Attack Skimmer (148) = 148
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag Cannon (44), Spotter (+10) = 54
(g) Heavy Support Team with Mag Mortar (71), Ammo (+15), Spotter (+10), Batter (+20) = 116
(a) Targeter Probe Shard (20) = 20
(o) Well Prepared (+5), Get Up! (+10) = 15
Total = 1,000 points & 13 order dice.
Have gone for the Striker over the Skyraiders purely for the MoD 2.  Would like to give it a batter, perhaps depending on how games go it could borrow the one from the Mag Mortar in future revisions. 
The Mag LS are a nice deterrent working in pairs to assist the Domari, Ferals and Command to advance.  The Vardinari to be firefighters. 


Rogue Shard:
I love the smell of Meld Skarks in the morning.  Melded, presumably by a psudo-insane Nuhu meld.  So a few skarks and a Nuhu meld.  Figure the tactical options are going to be cheap Ferals.  Just need to ensure I don’t end up going full Skark (Never go “full Skark”…). 

(t) Renegade Nuhu Meld (297), additional Nano (+20), 2 Shield (+20) = 337
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76           
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76           
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(s) Feral Skark Squad (115) = 115
(s) Feral Skark Squad (115) = 115
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(g) Meld Skark (54), Leader 3 (+20) = 74
(a) Misgenic Rejects (30) 1 pick & 2 rolls (+20) = 50
(a) Misgenic Rejects (30) 1 pick & 2 rolls (+20) = 50
Total = 1,193 points & 14 order dice.
Overshooting the target by a bit.
Losing a single Misgenic Reject units isn’t that bad – I will probably forget the rolls as well during the battle...
  That would save 70 points.
We have to have 5 tactical choices; even swapping the Domari for Ferals would not save enough points.
  I think the firepower from the Support Teams is required. 
This leaves only a unit of Skarks to be dropped.  Well, that’s not too bad.  It was never going to be a Skarknado.
That leaves 8 points to find.
  The obvious option being a shield drone on the Nuhu.
We could then have a Soma Graft on the Meld.
  You know, just in case.

Final list for Rogue Shard
(t) Renegade Nuhu Meld (297), additional Nano (+20), Shield (+10) = 327
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76           
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76           
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(s) Feral Skark Squad (115) = 115
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(g) Meld Skark (54), Leader 3 (+20), Soma Graft (+2) = 76
(a) Misgenic Rejects (30) = 30
Total = 1,000 points & 12 order dice.
Pin the enemy with the support weapons, grind them down with the Ferals & Domari before gleffuly uttering “Smithers, release the Skarks.”
Excellent.


Mercenary Fighters:
We’re going to keep Ferals out of this one.  This is the best of the best of what the Vardo has to offer.  I ought to think about the name of the vardo at some point.
Hansa I think is a must.
  I could take Bo too, which kind of goes against the non-feral thoughts.  I guess we need to see how the list pans out first.

(t) Hansa & Bo (262) = 262
(t) Vardanari (126) = 126
(t) Vardanari (126) = 126
(t) Domari Squad (97), Micro-X (+0), Spotter (+10) = 107
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(s) Skyraider Squad (121) = 121
(s) Support Team with X-Launcher (34), Net (+5), Spotter (+10) = 49
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag Cannon (44), Spotter (+10) = 54
(g) T7 Transport drone (164), Plasma LS (+30) = 194
(a) Targeter Probe Shard (20) = 20
Total = 1,203 points & 13 order dice.
Grrr.  All the tough stuff is sooo expensive *stomps foot in temper tantrum*.
I hate to say this, but I fear dropping Hansa is the best thing to do and include a regular command squad.
  That would save 148 straight away, leaving only 55 points to drop.
Changing the Domari for Ferals would save 31 and also dropping the Targeter shard 20.
  That leaves 4 points to shave off.  The spotter on the X Launcher is looking superfluous now.     

Final list for Mercenary Fighters
(t) Freeborn Command Squad (111), HyperLight (+3) = 114
(t) Vardanari (126) = 126
(t) Vardanari (126) = 126
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
(t) Feral Squad (73), Mag Gun (+3) Micro-X (+0) = 76
           
(s) Skyraider Squad (121) = 121
(s) Support Team with X-Launcher (34), Net (+5) = 39
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag LS (34) = 34
(s) Support Team with Mag Cannon (44), Spotter (+10) = 54
(g) T7 Transport drone (164), Plasma LS (+30) = 194
(o) Well Prepared (+5) = 5
Total = 999 points & 12 order dice.
The command squad and one of the Vardinari take the T7 up the table, supported by the fast Skyraiders.  The Ferals are speed bumps hoping to protect the support weapons.

I’m not totally convinced by it, but getting the really good expensive in is tricky when you’ve got 5 tactical choices to fill. Perhaps drop the transport down to a Mag Mortar and boost the Ferals to Domari. 
Will just have to see how these fair first before making too many changes.

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!

Friday, 1 July 2016

Xilos Campaign - Scenario 3 - Exploration


Brace yourselves folks…  **WOOSH**  That’s right, another campaign week speeding by.  Time for another set of lists for me to consider taking down to the surface of Xilos.

An unusual set of lists this time however.  The suggestion in the book states Exploration scenario can be played between 3 and 5 players (well, 2 and 5 players but 3 looks more fun).  As such the Explorers can take forces of 750 points, the explorers being Concord, Algoryn, Mercenary Boromites and Mercenary Freeborn.  The fifth faction being the Ghar with a variable points limit depending on the number of Explorers, essentially the Ghar get half the points available to the total amount of the Explorers.


Force Selector
Faction
Points
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Algoryn
750
4-7
0-3
0
0-1
Concord
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


Faction
Points
Tactical (t)
Support (s)
Strategic (g)
Auxiliary (a)
Ghar – 750
750
2-4
0-1
0
0-1
Ghar – 1125
1125
3-6
0-3
0-2
0-2
Char – 1500
1500
4-8
0-4
0-3
0-3

Boromites could potentially take the most numerous of units.

A common theme is a minimum of 4 tactical choices for all factions.

The Ghar with 1125 would use the Battle Force as this fits within the point value bracket.


Scenario
This scenario is all about the Explorers trying to capture relics left behind by the ancient Builders.  Infantry and dismounted mounted infantry are able to pick up the relics and move them off a friendly board edge, or failing that just having possession of the relic.  This means fast moving infantry which are able to handle themselves in a fight.

The Explorers get to start the game on the table, so no worrying about being delayed, unless there isn’t room to set up some units. 

The Ghar are out to stop the Explorers from capturing relics and to do what Ghar do best, cause mayhem.  It is the Ghar player that places the relics around the table before the deployment (I feel inclined to place the relics in two distinct groups, both equally distance between two pairs of Explorers, so that the Explorers end up bickering with each other.  Also makes the Ghar’s job a bit easier to concentrate their efforts in a few places rather than try and rule the battlefield) so thinking about where you’ll place them is an important part of the strategy.


Selecting the army
We’ve got lots of lists to get through and we’ve covered the pros and cons of most of the units available for each faction either with these Xilos lists or the original 500 point lists.  So let’s crack on then eh?


Algoryn Force:
Going to try a Transport Drone to take some AI Units and an Assault Squad as quickly as possible to the relics and hopefully pick them up and drop them off in the relative safety of the Transporter.  What was that?  Booing and hissing at such an underhand tactic? 

(t) AI Assault Squad (120) = 120
(t) AI Squad (94), Extra Micro-X (+0), Overload ammo (+15) = 109
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15) = 109
(t) AI Squad (97), Extra Micro-X (+0), Overload ammo (+15) = 109
(s) Support Team (38) = 38
(s) Support Team (38), X-Launcher (+0), Net ammo (+5), Spotter Drone (+10) = 58
(g) AI Defiant Transport Skimmer (164), Batter (+20), 2x Shield Drones (+20) = 204
Total = 747 points & 7 order dice (Defiant Skimmer is MoD 2).


Concord Force:
The glorious Drop Squads make an appearance.  They’ll be able to bound in and take relics before bounding away again.  A LS Drone for mobile support and a couple of teams of Strike Squads to either move up to reach the Drop Squads, or to form a defensive position for the Drop Squads to fall back to.

(t) Drop Command (141), 2 Extra Troops (+54), Plasma Grenades (+10) = 205
(t) Drop Squad (176), Extra Lance (+5), Spotter (+10), Plasma Grenades (+10) = 201
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(t) Strike Squad (112), Plasma Lance (+3), Spotter (+10) = 125
(s) Light Support Drone (59), Spotter (+10) = 69
(a) Targeter Probe Shard (20) = 20
(o) Well Prepared (5) = 5
Total = 750 points & 6 order dice.


Mercenary Boromite Force:
The Mercenary list obliges us to take a Command Unit of some type, but we aren’t restricted by the Limited Choice.  A solid group of cheapish foot troops with their specialist weapons to mutually support a rolling ground advance.  Much like a mudslide.

(t) Overseer Squad (105), Tractor Maul (+5), Spotter (+10) = 120
(t) Work Gang (98), Reflex Armour (+10), Mass Compactors (+0) = 108
(t) Work Gang (98), Reflex Armour (+10), Heavy Tractor Mauls (+0) = 108
(t) Gang Fighters (97), Lecto Lash (+5) = 102
(t) Gang Fighters (97), Lecto Lash (+5) = 102
(t) Lavamites (82) = 82
(s) Support Team (36), Spotter (+10) = 46
(s) Support Team (36), X-Launcher (+0), All Ammo (+15), Spotter (+10) = 61
(a) Micromite Shard (20) = 20
Total = 749 points & 9 order dice


Mercenary Freeborn Force:
We’ll take Amano Harran, he has a good eye for relic acquisition.  Bodyguard using the regular command unit figures will keep him safe.  Then taking as many infantry units as possible while keeping an eye on support choices, never know when the Ghar will show up (well, okay, we know they WILL show up form turn 2 onwards).

(t) Amano Harran (126), 3 Bodyguards (+63), Batter Drone (+20), HL Booster (+20) = 229
(t) Vardanari Squad (124), Spotter (+10) = 134
(t) Domari Squad (97), Spotter (+10) = 107
(t) Domari Squad (97), Spotter (+10) = 107
(s) Support Team (34), Spotter (+10) = 44
(s) Support Team (34), X-Launcher (+0), All Ammo (+15), Spotter (+10) = 59
(a) Light Support Drone (59), Spotter (+10) = 69
Total = 749 points & 7 order dice


Ghar 750 Point Force:
Against two separate factions we’re going to struggle. I think the MoD of the Command Crawler may help it race to the majority of the uncontested relics early on, then hopefully sit it out until the suits arrive.  The Outcast squad is there for dropping a distort or upsetting the Explorer faction’s support weapons.

(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43), Disruptor Cannon (+24) = 43
(s) Command Crawler (243), Plasma Dump (+5) = 248
(o) Block (5) = 5
Total = 748 points & 4 (+3 for Plasma Amps) order dice.


Ghar 1125 Point Force:
Builds on the previous 750 points, but can take slightly more in this force.  A Bomber Squad should fit nicely, especially if Amped up.

(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon = 24
(s) Command Crawler (243), Plasma Dump (+5) = 248
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(a) Tectorist Scouts (20) = 20
Total = 1124 points & 8 (+5 for Plasma Amps) order dice.


Ghar 1500 Point Force:
Can really go to town on this force as we build on the above.  Additional Battle and Bomber Squads to create a very impressive force.  This may even turn out to be my regular 1,500 point force now I’ve seen it.

(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Battle Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Assault Squad (184), Plasma Amp (+30) = 214
(t) Outcast Squad (43) = 43
(t) Disruptor Cannon = 24
(s) Karg 12-40-9 (267), Hand Picked Crew (+10) = 277
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(s) Bomber Squad (127), Plasma Amp (+20) = 147
(o) Well Prepared (5) = 5
Total = 1499 points & 9 (+7 for Plasma Amps) order dice.

The relics are a really useful boost for the factions in the next few battles.  Any advantage that can be gained here is well worth it.

Until next time!