Drop Tactics XLBS – PHR 1500 Point Tournament List
December 11, 2015 by warzan
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The PHR building demo list is so 5 minutes ago, we are not the one trick pony we used to be.
If any one is interested I will give a run down of my 2 type 4 and 2 Medusas list
These videos are very good. Loved the one before about the Ares. But this one is looking a bit dated. Where’s the new units in that 1500pt list. 😉
I’m sure Simon could come up with something a bit more exciting now what with the Mexusa and other infantry options we have; Valkyries and Longreach Snipers. 😉
Tremus; go for it. 😉
What is everyone else running nowadays and how do youngish them in game vs different opponents.
Rasmus*. Apologies sir. 😉
I also meant apollos earlier not areas. 😉
@king I have a look as I seem to have lost the file
This is out of date. Angelos are no longer a support choice. You now buy them as a transport option for the PHR infantry that they transport. So the Sirens would have to be in the Command or the Pegasus battlegroups.
Three infantry squads is the minimum workable amount in 1500 points.
Two walk on Phobos is possibly not the best idea but their long range gives them some ability to do their AA screening job. I would run those as two squads of one. They give good defense against Fast Movers. Then again, in a list where the infantry are in APCs carried by medium dropships, do you really need a lot of walk on defense against Fast Movers? As Simon acknowledged, Fast Movers struggle to hurt the walk on command squad so enemy Fast Movers are not so much of an issue.
A PHR demo list with walk on Enyos is not a competitive list. It’s too many points in slow, short range units that will end up only doing one job: demo; and rarely contributing to the battle apart from that single function.
UCM and other factions can do demo with cheaper anti tank units that can also fight and contribute in other ways and are faster. Walk on Enyo demo list is so… early days of the game. 🙂
Holding your command squad back by walking on is a waste of their power, I reckon. Two tough walkers only doing demo? No way! 😛
This list by Simon is unusual, and i like seeing new ideas. It fundamentally splits the force into a backfield and front field portions. So it would be easy to destroy it in chunks I think.
Let’s look at the forward element. Two Apollos is not enough to threaten much of anything, actually. Apollos are roughly as survivable as Sabres, maybe slightly less when they’ve taken some 1DP hits (they’re A8 with 2DP, you can do the math). But there are only two in a squad so the firepower is weak, weaker than a Sabre squad with three tanks. Small squad size, mediocre weapons, no special durability means they struggle to fight anything serious. Blast weapons are good at wiping Apollos out.
In the previous video about ambushing the Kodiak, the two Apollos will struggle to kill the A9 Kodiak with 4 DP. Their E10 guns would need to roll double six to do 4 DP in one volley. On average they would likely kill it in 2-3 turns. E13 orbital blast should be enough to wipe both out as the Kodiak defends itself. The blast rarely misses and will wound an Apollo on a 2+ and kill it on 4+.
It’s interesting to see four Janus scout walkers. They’re an expensive scout unit in the game with relatively slow speed and a limited firing arc, but they can be light dropship killers and they extend sphere of influence for command cards. They have a 12″ AA weapon. Forget their anti tank because their weapon is E7 with shaped charge, so it needs a six to hurt anything serious.
The points spent on the Janus squad could be used to give the command and walk on Phobos squads dropships with change for something else. Another command level maybe?