It was commented on the Antares Facebook page recently that some people would like to see what forces have been used in the various games in the (frankly wonderful) Battle for Xilos supplement. Many of these are available in the army lists attached to the battle reports on the Xilos Campaign website, but I know it can be a pain hunting through the .pdfs and matching them up.
I’ve logged three games on the campaign website, and uploaded the lists. One, for example, can be found here, tagged ‘Orbital Transmat’ between my Ghar and Lea Davidson’s Concord. This report is actually of a replay as, having run through it once, my opponent wanted to see if he could do anything better that might change the outcome. Out of respect for that wish, I fielded the same units as the first time – as did he.
The outcome for this second game was unfortunately the same as the first: the Ghar overwhelmed the C3 detachment guarding the transmat and would have easily gone on to destroy the transmat, though it was a close-run thing in the second game.
We may go on, of course, to try it again as the Concord have more transmats to plant and are getting some ideas as to how the Ghar should be dealt with. meanwhile, the 1000-point army lists used for these two games are as follows.
- Command Crawler upgrade to High Commander with Plasma Amplifier (3 dice)
- Bomber Squad with two extra troopers and Leader 2, also with Plasma Amplifiers (2 dice)
- Standard sized Battle squad with Plasma Amplifiers (2 dice)
- Outcast Disruptor Cannon * 2 (2 dice total)
- Outcast Command Squad (1 dice)
- Outcast squad with three extra outcasts (1 dice)
- Flitters (1 dice)
- Tectorists (1 dice)
- Two * ‘Get Up!‘ army options
The principle behind this list was to use the bomber to clear out the area within the kinetic shieldwall, the Battle Suits and Crawler to act as strike forces and keep Concord off the bombers, whilst the Outcasts were to (a) occupy the Concord or pin them down and (b) add lots of cheap order dice.
Concord Combined Command
- 1 * Strike Command with spotter (1 dice)
- 3 * Strike Squads with extra trooper and spotter (3 dice)
- GP Drone with batter buddy-drone (1 dice)
- 3 * Independent C3D1 drones with spotters (3 dice)
- 1 * Interceptor squad with Compactor, Lances and spotter (1 dice)
- Targeter Probes (1 dice)
- ‘Get Up’ and ‘Block’ army options
The full four kinetic shields had maximum length (10″) and were set up in a square around the transmat. The Interceptor squad was intended to be a mobile reserve, dashing quickly to the main point of attack. The C3D1s were the mainstay of the defense, supported by two Strike Squads in jungle not too far from the perimiter shield. One Strike squad was around the transmat with the Command squad nearby.
We used 16 full terrain pieces, including counting small pieces as ‘half’ pieces, as advised, plus teh transmat plus the four kinetic shields.
In both games, the Ghar were scattered to the four winds but were able to concentrate two of the ‘heavies’ on one corner-cum-short-edge as a main force. In both games, the other heavy had to come on up the other end of the table, either due to dice or terrain. The two images below should the view of the heavies and the defenders early in the game, the ‘Turn 2’ snap just after the Battle suits had downed a C3D1 (for the loss of a suit) and had just been repulsed from Hand-to-hand by an extremely brave unit of Concord troopers.
To compensate, the ‘Command Tax’ squad of three Outcast slavemasters charged and beat up a C3D1 drone, putting it Down where it couldn’t Get Up again (a failed Recovery test on a ’10’!).
In both games, the situation was absorbing for both attacker and defender – which is what you want from a scenario. The second game was extremely close, mainly because the Concord rolled three * ‘6’s in a row (see the last image below). However, as can be seen, the GP drone has too many pins and is facing a Command Crawler whilst the rest of the troops on the pad are infiltrated by flitters and are about to be fired upon by the bombers and charged (as shown).