Robot Legions Firefight Tactics
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| Robot Legions | ||
| Setting: | Grimdark Future | |
| Games: | Grimdark Future, Grimdark Future: Firefight | |
| Species: | Android | |
| Version: | v2.50 | |
Note: as v2.50 is in constant development the following might not be accurate.
Why play Robot Legions
The robot legions are akin to an indomitable tide. Though each unit has Fearless and Regeneration and most of them are Slow, they will make their way over eventually. The issue then becomes making your forces effective, for otherwise you're just being a nuisance rather than being a threat.
Pros:
- All your units have Regeneration and Robot invalidates a lot of morale issues.
- Your troops are very strong with plenty of Rending
- Your incredible defense backed by Regeneration
- Some of the strongest psychic units out there
Cons:
- Average to low activations
- You have to contend with Slow for most of your units
Special Rules
- Gloom-Protocol: Allows the unit to block spells as if it were Psychic (2).
- Hunter: Grants the Ambush rule and the unit gets AP(+3) when shooting on the round in which it deploys.
- Regen-Protocol: Friendly units within 12" get +1 to Regeneration rolls.
- Robot: Whenever this unit takes a morale test, it is passed automatically. Then, roll as many dice as remaining models/tough in the unit, and for each result of 1-2 the unit takes one wound, which can’t be regenerated.
- Royal March: Friendly units within 12" may ignore the Slow special rule.
- Shadow-Protocol: The hero and up to half of the army can get the Ambush special rule.
- Shield Wall: Enemies get -1 to hit when they attack units where all models have this rule.
- Tunneller: This model counts as having the Ambush rule, but it can arrive right in front of the enemy.
Psychic Spells
- Meteor Bots (4+): One enemy unit within 12" takes three AP(2) hits.
- Star-Bots (4+): Two enemy unit within 12" takes -1 to hit with melee. Pretty much an insurance policy considering how your forces are pretty durable.
- Assault Bots (5+): Two friendly units within 12"gain +2" when they advance and +3" when they rush/charge. Vital for when you need a unit to move but lack the Robort Lord to use Royal March.
- Thunderbolt Bots (5+): One enemy model within 12" takes two AP(4) hits. Pretty much gives you a finishing blow against any sort of hero.
- Arrow Bots (6+): Enemy unit within 18" takes -2 to hit with shooting. This pretty much makes it an improvement over Star-Bots.
- Fire Bots (6+): Two enemy units within 6" take six AP(1) hits, making it more effective against the average force of infantry.
Unit Analysis
Heroes
- Robot Lord: Your generalized lord. While lacking in outright power and only Tough(3), this version of the Lord has a broad list of upgrades available to it, to say nothing of its ability to accompany transports.
- Melee: You start out with a basic CCW, but you can easily swap it and the Gauss Pistol out for a Combat Staff for AP(1) both in melee and at range, which is decent for a balanced build. If you intend on taking a shield or one of the special guns, then you can get that same AP(1) as well as Rending by buying a Hyper Sword. Aside from that, the Void Sword grands better crowd control, the Phase Glaive lets you rip through high defenses, and the War Scythe is to help nail heroes and monsters. If you need more attacks, then you can grab a Technoslave for A3 AP(1), though this is mutually exclusive with the jetpack.
- Shooting: The basic Gauss Pistol is only notable for having Rending, which is given up by buying the Combat Staff. If you really don't care about shooting, you can instead replace that for a Combat Shield for Shield Wall. The Wrist-Flamer and Wrist-Laser short-ranged but powerful options at shockingly high costs, as is the Heavy Reaper Rifle.
- Personal Upgrades: Psychomancer installs Gloom-Protocol, which provides a cheap way of blocking spells without needing to go all-in for Psychic, as you would if you bought Technomancer for over twice the cost. Chronomancer provides Shadow-Protocol to give an attached squad Ambush so you can drop in a surprise block of warriors to blast a weak flank. Overseer gives Royal March, and thus the most direct buff to your troops by boosting their speed. The last is Warden, which gives Regen-Protocol to boost the survivability of a key unit.
Infantry
- Warrior: Your humble frontliner is quite a durable force, as each one comes with a 4+ defense and Regeneration stock. Their Gauss Rifle can only shoot one Rending shot and the alternative Reaper Rifle halves the shooting range for a guaranteed AP(2). Beyond that, you have the option for a cheap Flame Caster, Plasma Caster, and the Fusion Caster.
- Bot Swarm: Absolutely abysmal quality and defense, though they hold onto all the same rules but move at normal speed with Strider and have Tough(3) with Regeneration for a cost cheaper than warriors. If nothing else, they're a good fodder unit to throw at the enemy while you cap objectives.
- Guardian: By default, this guy serves as your horde-fighter with their stock Void Sword with Blast(3) and Atom-Caster to plink off infantry. Though Slow, they can be given a jetpack for some improved mobility. Their alternate loadouts have their own interests, as Hyper Swords come with Shields to become character bunkers, War Scythes help take down tanks, and Rods act like mini-staves with AP(1) both in melee and at range.
- Eternal: Essentially a specialist Warrior with a 2+ defense to become the full tank. If you're not impressed with the Flux Caster, you can buy a Heavy Gauss Rifle if you plan to chance Rending going off.
- Flesh-Eater: Pure melee murderer. They have absolutely no hope of shooting, but Tunneller lets them Ambush wherever they wish. The one concern they do have is mobility, as they are just as plodding as everyone else. The claws are fairly effective with AP(1) and Rending to handle most things they face.
- Sniper: While just as powerful as a Guardian and comes with Ambush, this Sniper suffers on account of having a rather limited range for their D-Mark rifle. By buying Hunter, you can make their first turn far more valuable by granting their rifles AP(4) on the turn they arrive - just what you need to kill whatever key unit they see.
- Robot Snake: Truly a threatening unit. Their paired melee weapons pack plenty of Rending and they have Strider and Tough(3), so they are very capable of getting in position to strike. You can even buy them a Twin Atom-Caster or Death Gaze for cheap short-range shooting or Whip Coils to make those attacks take down heavy units.
- Tri-Scorpion: Another dedicated assault unit gifted with 3+ defense for up-front survivability. They can also take up a bigger blade as well as the add-on of Rending, though the options here are tempered by the possibility that they might be kited around by a savvier enemy.
List Building & Tactics
General Advice
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Tactics
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See Also
- Robot Legions
- Robot Legions Firefight Quickplay Armies
- Grimdark Future: Firefight Tactics
- Grimdark Future: Firefight
| Robot Legions |
|---|
| Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies |
| Grimdark Future: Firefight tactics |
|---|
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