Sunday, December 27, 2015

Antares Bridgehead Army List

For what will most likely be our last game of 2015, we're going to play the Bridgehead narrative scenario from the Beyond the Gates of Antares rulebook.  This will be our first time playing at 1000 points. Thanks for the reinforcements, Santa!

It's an attack/defense scenario in which the defender sets up half his army within 15" of the table center, representing a fortified position with a teleporter in the center.  Reinforcements are diced for each turn, beginning with turn 2 and they deploy from the center point.

The attacker, on the other hand, rolls in from a table edge.  He also starts with half his army and dices for reinforcements starting in turn 2.

The book recommends that anyone using Ghar be the attacker in this scenario, and Brendan agreed to be our aggressor without much goading at all.  Gulp.  That makes me the defender, with my heroic space commies...errr...Concord.

That said, I thought I'd post the army list that I've come up with so I can reflect back on it later and kick myself for what were probably grievous oversights.

Wave 1 consists of a couple of standard infantry squads that can start out all dug in and ready to fire.  They're supported by an X-Launcher team that can either fire off some grip ammo to slow down the Ghar advance or dump some pins on a squad of battle suits in order to throw them off balance early.  Having the light support drones in there at the beginning also provides some flexibility in that I'll be able to pepper some Outcasts or throw an extra pin onto an assault suit unit.

If you take a close look at wave 2, you'll see a theme.  It's everything in the list that's better about following orders.  The command unit and Kai Lek give me two infantry squads with Command 9, making it a little bit easier to bring them in as reinforcements than it would be for a normal Command 8 squad.  This scenario doesn't require probes to be set up at the start, so my medi-probes will also stay off-board; they automatically come on when requested, so I'm guaranteed at least one squad in turn 2.  Then we have the medium support drone.  It has Command 8, which is normal, but keeping it off-board for a turn gives me a better chance to do something useful with it instead of watching it explode in the first die-pull of the night. (As we all know...freshly painted units explode very easily!)

And that's that.  I've got some painting to do if it's going to look good by Wednesday.  And Brendan...if you read this before the game, you're morally obligated to send me your army list.
*Update - thanks for being such an upstanding gent!  See, kids?  It doesn't all have to be about cutthroat rules abuse.

1000 Points of C3 Ready to Deploy
 
Wave 1 (Start within 15" of table center)

Strike Squad 1: 112
  • Plasma Grenades: 10
  • Plasma Lance: 3
  • Spotter Drone: 10
  • Total: 135

Strike Squad 2: 112
  • Strike Squad 1: 112
  • Plasma Grenades: 10
  • Plasma Lance: 3
  • Spotter Drone: 10
  • Total: 135
X-Launcher Support Team: 40
  • Net Ammo: 5
  • Grip Ammo: 5
  • Batter Drone: 20
  • Spotter Drone: 10
  • Total: 80
Plasma Light Support Drones: 59
  • 2 add'l drones: 118
  • Spotter Drone: 10
  • Total: 187

Wave 2 (Reinforcements)

Strike Command: 110
  • 2 extra men: 44
  • Plasma Grenades: 10
  • Spotter: 10
  • Total: 174

Strike Squad 3: 112
  • Kai Lek: 21
  • Plasma Grenades: 10
  • Plasma Lance: 3
  • Total: 146
Medi Drones: 40

Plasma Medium Support Drone: 93
  • Spotter: 10
  • Total: 103


Army Points Total: 1,000 points


1 comment:

  1. Great looking list! My Flitters finally came back with something useful. We'll see how morally obligated I am later...

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