Showing posts with label Isorian. Show all posts
Showing posts with label Isorian. Show all posts

Wednesday, 28 December 2016

Isorian 1,000 Point Force

We’re reaching the end of the factions at 1,000 points now.  Only the Rebel Ghar and Isorians to go.  As the Isorians were in the main rule book it is probably fair to have them first.

First to note that there have been some updates to the Isorian list.  The Xilos book brings with it three new units; Pulse Bike Command, Pulse Bike Squads and Tsan Ra Phase squads.  We’ll look at these in greater detail later in the selecting the army bit, but for now these Pulse Bikes open the door to having a Pulse Bike army and the Tsan Ra allow us to have as close to a Tsan Ra force as possible.  In the interests of trying to keep the Concord and Isori lists different, we’ll increase the number of troopers in the Phase Squads.

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

Similar to the Concord, well no.  Exactly the same as the Concord we have to take 4 tactical units and 1 support.  Rather excitingly we have a strategic option to get our mitts on…

Selecting the army
Strategically there are the Support Teams, a Transport Drone or Combat Drones.
The Support Teams are by far the cheapest option and can be equipped with larger weapons than the regular lighter Support teams.  One point to note is that these teams are Slow, meaning that they would move half the regular distance.  Also to note is that all the Heavy Weapon options are unable to fire unless given a Fire order (but do NOT get the +1 for aiming), so no advancing and firing for these folks. 

Plasma Bombard has a very good range, importantly the effective range covers most of a regular battlefield so not too many negatives when shooting.  The immense SV7 can potentially knock out most things (perhaps not other weapons teams though) is pretty much the second highest SV available at the moment (just beaten by SV9 of a short ranged Compression Bombard).  Guess technically it is the highest SV at ranges over 50 inches.  Only being able to fire on a Fire order is one of two downsides (Plasma Fade is the other) as enemy units will not happily step out in front of it, but you could create a patch of ground in its sights where you know the enemy are unlikely to tread.
X-Howitzer unit has the joint highest range of all the weapons available.  The only hiding place from this beast is within 10 inches of it.  Its SV2 will allow it to threaten infantry units from all factions, but the real punch comes from the Blast D10.  Against even a high value vehicle such as a Ghar Command Crawler which would be taking Res tests on 9s, having to roll potentially 10 times could cause it some serious harm.  Not being able to move and fire doesn’t hurt this bad boy so much, with the ability to fire overhead.  Added to the various exotic munitions available makes this my preference so far. 

The Tograh MV2 Transporter Drone is not like anything else in the Isori force.  It’s MoD2 and can transport up to 10 regular sized models.  Theoretically the MV2 can make an advance move, then a second advance move and still permit disembarkation (if the transport makes a run order it cannot disembark passengers).  This gives the transported troops an extra 10 inches or so movement for that game turn.  It’s armed with a Plasma Light Support, so at least it can move and fire.  A variety of drones can be added to the unit.  Down side is you can only take one per Phase Squads, so if you only have one Phase Squad you can only take one Transporter; which is not so bad at 1,000 points as one is all we can take anyway. 
I like transports.  I’d prefer transports to be an upgrade to a squad and not take up a precious Strategic slot, but it’s the same for all factions so I’m not going to grumble too much.

Combat Drones come in two main sizes; the Mahran MV5 Combat Drone and the twice the price Kahloc KV Heavy Combat Drone.  The MV5 being MoD2 lets it be reasonably manoeuvrable.  Equipped with a selection of different Light Support Weapons it can advance and shoot, enabling it go out hunting for targets. By comparison the KV Heavy Combat Drones are Slow and have Heavy Support Weapons that are fire on a Fire order only weapons.  They are MoD3 which to an extent offsets Slow, but not by much.  If stationary it can shoot three times with their monstrous armaments, which is not a bad thing if taking the C3M50 Heavy Siege Drone with X-Howitzer or Mag Mortar.

If that seems familiar it is. 
I copied and pasted from the Concord list and changed the names.  If the official rules can do that, why can’t I?  J  hehe.
There are also the three new units.

Phase Bikes and the Phase Bike Command are tactical options with the Fast rule.  The number of regular squads being limited by the inclusion of the command squad is customary.  The bike’s twin plasma carbines can be exchanged for Lances, along with being able to take a compacted Plasma Cannon which is always useful.

The Tsan Ra are the first real aliens, creatures that cannot trace a heritage to Old Earth.  There is a restriction on taking these units, being that for each Tsan Ra unit we are required to take a Phase Squad.  Armed with the new Plasma Duocarb (presumably stacked full of calories too) the unit can either lay down nine shots at SV0 or three shots at SV3, which is reasonably durable.  The higher than average strength means they can hit in hand to hand, but they are most certainly not specialists.  Perhaps mopping up a unit they have already hammered with the Duocarbs.
Finally the squad leader has an X-Sling, which is a hand weapon for adding +1 to Str when in combat.


Phase Bikes:
First off let’s see if we can put a feasible force together using the bikes.  Needing a command and 3 other bike units to cover the tactical choices, then perhaps a Combat Drone for strategic option, backed up with regular drones for support. 

(t) Phase Bike Command Squad (168), Lance (+2), Spotter (+10) = 180
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(s) Nhamak Light Support Drone (59), 2 additional drones (+118), Spotter (+10) = 187
(g) Mahran MV5 Combat Drone (229), Batter (+20), Spotter (+10) = 259
(a) Targeter Probe Shard (20) = 20
Total = 1,090 points & 8 order dice.
Perhaps the Phase Bikes don’t need lances?  Then they wouldn’t need the spotters either?
Or maybe the Light Support Drones could be reduced by 1.
Are the Targeters adding value?
  Probably.
And I don’t have any Plasma Cannons for the Phase Bikes.
  Although perhaps the Phase Bikes ought to be Phase Biking?  The Light Support Drones being 3 strong is nice, but only adding 1 dice to the bag.  Perhaps swapping the LS for Plasma Cannons would be useful?  I know the Ghar can pop the Compression Buddy Drone really easy, making a mockery of either movement or firepower.

If we wanted 3 Plasma Cannons (sorry boss, not one for you), then that adds 75 to the total, meaning trying to save 165 from elsewhere.  Which would either be the Combat Drone (with Mod 2) or the Nhamak Light Support Drones.
Dropping the LS Drones would leave 22 points to play with.
  The Get Up! Army Option is rather useful for Isori armies, as their phasing tends to leave them down.
The Gulper in the ointment being that a Special Option is mandatory.


As much as I’d like the Nhamaks, I think the compactable Plasma Cannon would be more useful along with the pair of Get Up! Options.  So some quick jiggery pokery is in order…
Final List for Phase Bikes
(t) Phase Bike Command Squad (168), Lance (+2), Spotter (+10) = 180
(t) Phase Bike Squad (136), Lance (+2), Compacted Plasma Cannon (+25), Spotter (+10) = 173
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(t) Phase Bike Squad (136), Lance (+2), Spotter (+10) = 148
(s) Nhamak Light Support Drone (59) = 59
(g) Mahran MV5 Combat Drone (229), Batter (+20), Spotter (+10) = 259
(a) Targeter Probe Shard (20) = 20
(o) Get Up! (10) = 10
Total = 997 points & 8 order dice.


Keeping the Lances to enable multiple pin options while in target rich environment, aided by the spotters.  The Nhamak and Mahran will accompany each other (ideally hiding behind the batter) sweeping all before them in glorious victory.  Perhaps that isn’t a completely water tight plan. 

Tan Ra here and there:
Wanting to focus on the Tsan Ra here, in anticipation of additional Tsan Ra units.  The only Tsan Ra unit at the moment is the phase squad.  Think 2 regular phase squads and 2 Tsan Ra phase squads are a good start.  We’ll try and squeeze in Xan Tu as well. 

(t) Drone Commander Xan Tu (61), Spotter (+10), Batter (+20), 2 Shield (+20), 2 Nhamak (+118), Nano Probe Net (+30) = 259
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93), Spotter (+10) = 103
 
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93), Spotter (+10) = 103
 
(s) Phase Sniper (62), Camo Drone (+10), Leader 2 (+20) = 92
(s) Support Team with X-Launcher (40), Spotter (+10), Net (+5) = 55
(s) Support Team with X-Launcher (40), Spotter (+10), Net (+5) = 55
(g) Heavy Support Team with X-Howitzer (110), All ammo (+15) = 125
(a) Targeter Probe Shard (20) = 20
(a) Scout Probes (40) = 40
Total = 1,102 points & 12 order dice.
Leader 2 may be a bit over the top for the sniper, saving 20 points.  Perhaps the Tsan Rad don’t need the spotters, saving a further 20 points. 
I’d like to keep the scout probes, mainly for patch sighting for the X-Artillery.  Place them all close together and they won’t expose themselves to too much firing.  That would probably mean Xan Tu won’t need his spotter either. 
That’s 50 points saved from the above so far. 52 to go.
I’d like to keep all the X-Launchers.  That leaves the probe shards and unit upgrades. 
Xan Tu’s Nano Probe net provide an order dice, which is always useful.  His batter is nice along with the shield drones, but I know that if I scored a lucky hit that batter is going to have to go.  A reason to keep the shield drones around.  He is adding 70 points in all in upgrades for drones.  Hmmm…
Phase Sniper’s Camo Drone is pretty much mandatory.  Phase armour always allowing a Down reaction and then the Camo Drone putting him out of sight of the enemy.

Targeter and Scout probes have their uses.  As noted above I’d like to have the Scouts to enable the X-Artillery to strike from behind cover.  Also unshackles the other Spotter equipped infantry squads from having to stay too close.

Perhaps removing Xan Tu from the Nhamak Drones would give more flexibility and order dice?
He wouldn’t need the Batter drones then, nor the shield drones.
  That would be a 40 point saved too.  Think that leaves about 12 left to chop… 
Maybe now that the Nhamak are on their own, the extra dice from the Nano Probe Net aren’t needed.  That would leave 18 points to play with.  Maybe a Get Up! Army Option along with Well Prepared.

Final list for Tsan Rah here and there
(t) Drone Commander Xan Tu (61) = 61
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93) = 93

(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93) = 93

(s) Phase Sniper (62), Camo Drone (+10) = 72
(s) Nhamak Light Support Drone (59), extra Drone (+59) = 118
(s) Support Team with X-Launcher (40), Spotter (+10), Net (+5) = 55
(s) Support Team with X-Launcher (40), Spotter (+10), Net (+5) = 55
(g) Heavy Support Team with X-Howitzer (110), All ammo (+15) = 125
(a) Targeter Probe Shard (20) = 20
(a) Scout Probes (40) = 40
(o) Well Prepated (5), Get Up! (10) = 15
Total = 997 points & 12 order dice.
That’s not bad overall.  Hopefully the enemy will feel inclined to shoot at the individual Scout Probes to blind the X-Artillery.  By that time the Phase Squads and Tsan Ra will have them in their sights, supported closely by the Nhamak drones.  Maybe I should put one of the Nhamak with Xan Tu to give a two pronged approach? 

Isorian Glory:
I want a great big nasty Drone with a Mag Mortar on the front.  Other than that, I’m not too bothered.

(t) Senatex Command Squad (110) = 110
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93) = 93

(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125        
(s) Phase Sniper (62), Camo Drone (+10) = 72
(g) Khaloc KV with Mag Mortar (408), All Ammo (+15) = 423
(a) Targeter Probe Shard (20) = 20
Total = 968 points & 9 order dice.
30 points left over.  Why that’s enough for a Batter & Shield Drone for the big drone.
That wasn’t as painfully difficult as it could have been.


Final list for Mercenary Fighters
(t) Senatex Command Squad (110) = 110
(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125
(t) Tsan Ra Phase Squad (93) = 93

(t) Phase Squad (112), Lance (+3), Spotter (+10) = 125        
(s) Phase Sniper (62), Camo Drone (+10) = 72
(g) Khaloc KV with Mag Mortar (408), All Ammo (+15), Batter (+20), Shield (+10) = 453
(a) Targeter Probe Shard (20) = 20
Total = 998 points & 9 order dice.
I could drop the Command Squad for a Tsan Ra squad and have 19 points to play with, but I think I’d rather keep it as it is. 

It is all built around the big nasty Khaloc with Mag Mortar and I’d expect a decent opponent to isolate it and pin it out of the game.  But that is often easier said than done.

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!

Saturday, 4 June 2016

Isorian - 500 Point Force


We’re almost closing in on our first circle around Antares at the 500 point level.

I’ve left the Isorians until last, mainly because they are very similar to Concord and we had two Concord lists already.

That’s pretty much the introduction to them, at the moment they are reasonably similar to Concord, except that Concord get a +3 to Res against blasts, but Isorians get to choose a Down reaction even if already given an order.

So, for this list I will approach the force with a different mind set from when making the Concord one. 

Oh, and let’s take a Nuhu for fun J

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

The force selector is pretty standard for Isorians at 500 points.  Comparable to Concord and Algoryn.
So on top of the Nuhu we’ll need two additional tactical choices, a support and an auxiliary choice.


Selecting the army
Wanting to make this list with a Nuhu obviously means the first unit will be a Nuhu.  It is a Limited Choice so we will need 3 other units, two of which must be tactical choices.

There is not much choice with the tactical choices at the moment, they have to be Phase Squads as the Command Squad is also a Limited Choice.

Phase Squads are essentially the main unit to take anyway, well armed with plasma carbines and protected with phase armour.  Average Cmd and Init values.

This make the opening force list:
(t) Nuhu Senatexis (174) = 174
(t) Phase Squad (112) = 112
(t) Phase Squad (112) = 112
Total = 398 points & 3 order dice.

That’s quite a lot of points already and we have not even started adding cool stuff.

The support options for the Isorians include a Light Support Drone, Medium Support Drone, Support Weapon team and also the unique Phase Sniper.

The Phase Sniper has the phase rifle, able to shoot several times in the same moment by folding time. The target gets no cover sane and with an SV2 it can certainly hurt Ghar.  However it is a single figure unit and we already have one of those with the Nuhu.

The drones are similar again to Concord Drones, as is the Support Weapon.  Therefore it is tempting to go with the Sniper just for a change.

Finally the auxiliary choices are similar to Concord (without a GP with Subverter Matrix – I’d quite like the Isorians to also have a Subverter, pretty please).  Due to being cheap, let’s take the Targeter Probes.

Currently we have:
(t) Nuhu Senatexis (174) = 174
(t) Phase Squad (112) = 112
(t) Phase Squad (112) = 112
(s) Phase Sniper (62) = 62
(a) Targeter Probes (20) = 20
Total = 480 points & 5 order dice.

The Nuhu really needs to take some extra items to keep him alive, this takes the form of 2 shield drones.  That would take us to 500 point dead on… But I’d like to give him some gun drones too.

Would also like to give the Phase Squads lances also.

We could free up some points by swapping the sniper for an X-Launcher (with a single ammo choice) and consider dropping the Targeter Probes (as they don’t deal damage, only make damage more likely – although they add an order dice to the bag).
(t) Nuhu Senatexis (174), 2x Shield Drone (+20), 2x Gun Drones (+28) = 222
(t) Phase Squad (112), Lance (+3) = 115
(t) Phase Squad (112), Lance (+3) = 115
(s) Support Team with X-Launcher (40), one ammo (+5) = 45
Total = 497 points & 4 order dice.

If we drop the Gun Drones from the Nuhu, we could give Spotter Drones to the Phase Squads and the X-Launcher.  Or take a Get Up army option (and in Phase Armour, this could be useful).


This makes the final list:
(t) Nuhu Senatexis (174), 2x Shield Drone (+20) = 194
(t) Phase Squad (112), Lance (+3), Spotter Drone (+10) = 125
(t) Phase Squad (112), Lance (+3), Spotter Drone (+10) = 125
(s) Support Team with X-Launcher (40), one ammo (+5) = 45
(o) Get Up! (10) = 10
Total = 499 points & 4 order dice.

Forcing ourselves to take a Nuhu at 500 points is severely limiting.  I was hoping to add a few more troops to the Phase Squads, but that was not to be.  Perhaps not taking a Nuhu at 500 points would be sensible? 

Maybe the Phase Squads don’t need the Spotter Drones and those 20 points can be spent elsewhere.

Until next time!!