Rebel Guerrillas Tactics

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Rebel Guerrillas
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Mixed
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why play Rebel Guerrillas

This is another very budget-focused force built to spam a lot of weak fodder. Unlike the HDF however, you'll find that you'll be running into a lot of limitations very easily.

Pros:

  • Lots of Activations
  • Your forces are all rather cheap
  • You have access to some unique upgrades not seen in other armies

Cons:

  • Your troops are flimsy as hell
  • Your troops aren't all that good with their guns

Special Rules

  • Dug In: Unique to your Pioneers (and the Commander with the right upgrade). Enemies charging this unit no longer count as charging and must test for Dangerous Terrain. This can be hilarious, as you're forcing Furious units to wade into a minefield just to crush your feeble humans.
  • Guerilla Tactics: At the start of your unit's activation, you can grant the it either +1 AP in shooting, +1 to hit on either shooting or Melee or +3" to movement.
  • Hidden Tunnels: The hero and its unit get the Ambush special rule.
  • Medical Training: This model and its unit get the Regeneration rule.
  • Spotting Laser: Once per activation, before attacking, this model may pick one enemy unit within 30” in line of sight and roll one die, on a 4+ place a marker on it. Friendly units may remove markers from their target to get +X to hit rolls when shooting, where X is the number of removed markers.
  • Takedown: When this model attacks in melee, you may pick one model in the unit as its target, and make 1 attack at Quality 2+ with AP(1) and Deadly(3), which is resolved as if it's a unit of 1.

Psychic Spells

  • Foresight (4+): Friendly unit within 12" takes +1 to hit with shooting. With how limited your shooting can get, you'll be needing every shot to count.
  • Flame Breath (4+): One enemy unit within 12" takes 2 AP 2 hits.
  • Protective Dome (5+): A friendly unit within 12" gains regeneration when they next get hit.
  • Expel (5+): One enemy model within 12" takes a single AP 4 Deadly 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
  • Psychic Speed (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
  • Tempest (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.

Unit Analysis

Heroes

  • Rebel Leader: Regardless of what you build, you will always want to pick up a Rebel Leader. They might not be the strongest hero, but they are one of the most versatile units in your army thanks to its vast loadout. Even without going into weapons, you can pick between a Camo Cloak for Stealth, Wings for flight, and a Combat Bike for a speed boost.
    • Melee: Your options for melee weapons are unfortunately limited, though not faulty. The Energy Sword gives you all that you need to fight any worthwhile enemies while the Energy fist takes down any armored foes.
    • Ranged: The Carbine you start with doesn't really have any improvements available. The Pistol you can replace it with does have alternatives, from the point-blank tank-destroying Fusion Pistol and close-range Flamethrower Pistol, the anti-armor Plasma Pistol, to the rapid-fire Shotgun and Sniper Rifle.
    • Upgrades: You have access to three special rules, available without restriction though you shouldn't be taking more than one in most cases. Psy-Monk grants Psychic for casting. Defensive Strategist uses Dug In to make an excellent roadblock unit. Bounty Hunter has Takedown to make melee a bit more deadly.Pathfinder uses Hidden Tunnel to spread Ambush to other units. Captain has Guerilla Tactics to help mobilize your troops further.
  • Simian Champion: Pretty much a solo simian.Six AP(1) punches with Furious and the option to buy Rending give him a sole focus on melee. His lone protection is a 4+ save and Tough(3), so do keep him with some fellow Simians.

Infantry

  • Rebels: Your humble frontliner is no different than any equivalent force of soldier-men. Flimsy as hell, but you've got them for cheap and you can buy Camo Cloaks to add Stealth to their protection. You've got a modest variety in guns and you even have access to either costly Regeneration or a Gun Drone for extra firepower equivalent to a Minigun.
    • Ranged: Aside from the one model that can be equipped like a Rebel Leader, you can also equip a rather varied set of weapons to give two models in place of their basic Carbines or Shotguns. The Plasma Rifle provides cheap answers to armor. The Fusion Rifle and Rocket Launcher provide you a means to take down tanks. The Flamethrower helps take care of weaker hordes or just overwhelming single models. The Shred Rifle gives you a chance for rapid-fire Rending. The Grenade Launcher lets you take care of mobs. The Minigun is useful if you need a squad to keep their distance but you still need AP.
  • Strikers: Rebels but with pistols. Your lone options for guns are the stock Pistols or the Burst Pistols if you want more firepower and don't care that you're literally within spitting range to do so. Two of your models can instead take up Flamethrower Pistols or Plasma Pistols depending on how urgently you need to take an enemy down. Sadly, your CCW options are limited to merely giving two models Energy Swords on top of the one model equipped like the Rebel Leader. While you don't have as many options as the rebels, you can buy them Wings to give them the mobility they need to hit the enemy before dying.
  • Spotters: Rebels with the option for long-range rifles, but nor snipers. Scout and Stealth allow them to start the game with a good distance towards the enemy. If you feel like making the most of your range, you can buy crowd-bursting HE Rifles or tank-mulching AT-Rifles for any particular role, as well as buying Spotting Lasers. Those Spotting Lasers mean a lot since it will help with the rather lacking accuracy that comes from your main forces.
  • Elites: 4+ quality makes these goons a little bit more valuable while Fearless makes them hard to shift. That aside, they're essentially a better squad of Rebels, meaning that they're just as effective a hero bunker.
  • Pioneers: Rebels with Shotguns and Ambush, making them an unpleasant surprise wherever they show. They also have Dug In, a rule that makes them an annoying roadblock. Put in the right place, this can make for the most unpleasant of roadblocks. That said, their weakness is that they need to be at close-range, as their Shotguns (as well as the optional Flamethrowers and Fusion Rifles) rely on a 12" range. Fortunately, this squad can pick up Energy Swords or Energy Fists to give them an edge on the unlucky charging foes.
  • Snipers: Whatever you do, DON'T LET THEM STOP SNIPING. These guys were actually even worse than conscripts outside of sniping. Make use of their Scout and Stealth rules and move to the best position possible.
  • Simians: Big chunky walls of meat equipped with Furious. Your only option for them is giving their fists Rending, so you absolutely need to find ways to protect them.
  • Chelonians: Your most elite units, with 3+ in both quality and defense. They're a short-range combat unit, coming stock with wrist blades for AP(1) melee attacks and Tough(3) to ensure their survival. They also come with Wrist-GLs to handle crowds, which you can replace with Wrist-Flamers for overwhelming single models.
  • Bikers: Your lone cavalry is pretty barebones, but it has plenty of options for other weapons. For melee, your lone option is the Energy Lances for that ever-valuable Impact. Your gun options are pretty much identical to those on the Rebels with the exception of the Rocket Launcher and the Minigun, so you can take care of more enemies than you'd expect.

Vehicles

  • Jeep: Fast and Strider give this truck a some good mobility, especially if you opt to buy it Transport(6) to carry a smaller squad. Its lone weapon is the Twin Flamethrower, which you can replace with a Heavy Fusion Rifle for anti-tank or a machinegun for full ranged combat. If you are expecting heavy armor, you can buy Heavy Plating for some extra Tough. Take note of this, as all your vehicles can take this.
  • Assault Vehicle: The closest you have to the HDF armored truck, though this is focused on assault. Your lone weapon is a flamethrower cannon, though you can replace it guns with better range and blasting potential. Also available are two heavy machine guns, which can compliment your firepower at a serious cost. Because of this potential, Heavy Plating is more advisable here so you can actually fire that cannon a few times at least.
  • Light Walker: This walker as-is is pretty trash at melee. Fortunately, you can slap on a chainsaw for some serious anti-armor without sacrificing your firepower and Heavy Armor remains open to you. By default, it comes with a heavy flamethrower
  • Light Dropship: This ship is actually an incredibly cheap transport, being about on tier with a jeep with storage. Even better, this thing's able to carry 11 models to the field. Of course, this comes with drawbacks and that is it's lone armament. If that minigun won't be enough for you, then you have to trade it out for either a missile pod or a laser cannon.

List Building & Tactics

General Advice

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Tactics

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See Also

Rebel Guerrillas
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future tactics
List Building - Strategy - Special Rules
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons