Robot Legions Tactics
Jump to navigation
Jump to search
| 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
- Buying Regeneration for your tanks is incredibly costly
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: The hero and any attached unit get +1 to Regeneration rolls.
- Release Swarm: When this model is activated, you may place a unit of 2 Bot Swarms fully within 6” of it.
- Repair: Once per activation, if within 2” of a unit with Tough, roll one die. On a 2+ you may repair D3 wounds from the target.
- 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: The hero and its unit may ignore the Slow special rule.
- Shadow-Protocol: The hero and its unit 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.
- Annihilator Lord: 100 points over the base Robot Lord for +3 to Tough, Ambush and Strider. Fortunately, they can take most of the upgrades available to the Robot Lord without issue aside from the loss of the Jetpack (dubious because you're effectively as good as a flyer) and Technoslave options.
- Melee: While you can take the other options that the Robot Lord has, you also get two exclusive choices, though both trade in both the pistol and the CCW. The first gives Dual Hyper Swords to provide a barrage in melee alone. The other gives a Combat Staff and Hyper Sword, allowing you to actually shoot while costing you Rending on half the attacks.
- Shooting: Aside from all the guns already available, the Annihilator Lord can also purchase a Heavy Gauss Cannon, helpful for annihilating tanks.
- Tri-Scorpion Lord: If you're looking for a straight-up beatstick of a hero, then you've come to the right place. Strider makes it more mobile and it's tougher than the base Overseer, while the weapons it has let it flatten units in both ranged combat and melee. The devastator blade in particular is tailor-made to turn heroes into paste. If there were to be a weakness, it would lie within the price tag - At 220 points, it's not the cheapest and you'll need to ensure that whatever else you bring (If you can. Not really a question in lower point games) will support more than it can kill.
- The other concern is its static loadout, as you can only buy the personal upgrades the other lords can purchase. The Annihilation Gun in particular might be a weak spot, as it only deals small blasts, which might soften up a key enemy, but won't mean much to any monster worth their weight.
Infantry
- Warriors: Your humble frontliners are quite a durable force, as each one comes with a 4+ defense and Regeneration stock. Their gauss rifles can only shoot one Rending shot and the alternative Reaper Rifle halves the shooting range for a guaranteed AP(2). From there, you have the option for a cheap Flame Caster, Plasma Caster, costly Fusion Caster, and the long-range Ray Caster with AP(2) and Lock-On to target cover campers and flyers.
- Guardians: By default, these guys serve as your horde-fighters with their stock Void Swords with Blast(3) and Atom-Casters to plink off infantry. Though Slow, they can be given jetpacks 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.
- Flesh-Eaters: Pure melee murderers. 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.
- Eternals: Essentially specialist Warriors with a 2+ defense to become full tanks. Your unit has access to either Flux Carbines (if you want to risk it all on Poison) or Heavy Gauss Rifles (If you instead want to risk it on Rending going off).
- Snipers: While just as powerful as a Guardian and comes with Ambush, these guys suffer 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.
- Bot Swarms: 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. They can also be an incredible barrier, especially if you have a Forge Spider with the Bot Fabricator to let it spawn more swarms.
- Robot Snakes: 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.
- Destroyer Snakes: Actually not the same as the Robot Snakes above, least of all by having Tunneller to let them Ambush the enemy before ripping them up with AP(2) Dual Reaper Blades. You can make one of them more of a can opener with an AP(4) Heavy Reaper Blade, while a Plasmabot can provide a bit of overkill by applying Rending (though Rending won't mean much to the big blade).
- Tri-Scorpions: While technically similar to the Destroyer Snakes, these guys trade off the Ambush power for 3+ defense for up-front survivability. They can also take up a bigger blade on one model 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.
- Annihilators: Ambush and Strider make them a good bit more mobile than most, all with the same survivability as the Tri-Scorpions. While the Dual Hyper Swords make them handy in melee, you can also purchase Gauss Cannons for the whole squad for some heavy firepower. From there, one model can then buy a Heavy Gauss Cannon for tank hunting or a Ray Cannon if you're looking to get through cover-campers.
- Tri-Scorpion Pistoleer: The Pistoleer is made to just pop in at one spot with Ambush and then fire like a fiend with Hunter, equipped with SIX AP(1) Disintegration Pistols and Relentless to cash in a few more shots with good rolls. Essentially made to be your surprise box full of death where the regular Tri-Scorpions are entirely up-front, and the snipers would never dare leave cover.
- Forge Spider: Something of an artillery monster with its Twin Atom Beamer letting it bombard enemies from a safe distance while its fangs provide a good number of Poison attacks.
- All of the upgrades it gets make it more of a support monster, with the most obvious being the ability to replace an Atom Beamer with the Repair rule, making it incredibly useful with all the Tough units and vehicles you can field. On top of that, you can either purchase Psy-Resistance for Gloom-Protocol's blocking power if you need some extra, and the Bot Fabricator gives Release Swarm, which lets you build extra Bot Swarms on every activation, without limit. If kept alive for long enough, this can make the spider a menace to handle just because of all the bubble wrap it just spat out.
- Heavy Annihilator: So, you saw the Annihilator and needed a tougher anti-something guns platform. That tougher equates to a very welcome Tough(6) and the Heavy Gauss Cannon to blow up tanks. If you're looking to blow up mobs, the Exterminator Cannon provides a few small blasts to eradicate them while the Ray Cannon can get them even from behind cover.
- Hover Bikes: These guys are able to move with Fast and Strider, which makes for very good news for shooting. Aside from the Rapid Gauss Rifle, you can instead by a Rapid Flux Carbine (for Poison) or an Atom-Beamer (for guaranteed AP(1) over Rending).
Vehicles
- Transport Tank: Fast and Strider give you some needed mobility for your transport, while the gauss array makes sure you have plenty of chances to gun down an enemy. You can also buy Regeneration if you want to ensure the cargo's survival.
- Doom Tank: Swap out the transport tank's capacity for a devastating doom cannon (48" A1 AP (4) Blast 3) and you've got this. You're not likely to be seen at the front lines with this beast, so you're not so pressured to take Regeneration. You still should though, you've got a big target here.
- Support Platform: A bit of an oddball, being Slow yet having Strider. The Gauss Cannon is essentially a double gauss rifle (swappable with a Flux Cannon or Ray Caster if facing planes), while the real star of the show is the Twin Flux Cannon. Both of these guns are mid-ranged, so grabbing Regeneration here isn't a bad idea.
- The twin flux cannon can be replaced with a an Overseer Pilot for a massive discount. This overseer can take all the upgrades available on foot, but the big question would be why. Why would we want to make this weapons platform into a melee tank when there's no reason to do so? That's where Royal March Order comes in, allowing one unit within 12" to move at normal speed each turn. This can turn your artillery platform into a giant buff platform that your forces can rally around while your royal warden can escort a priority unit.
- Spider Walker: While not fast like other walkers, the Spider Walker has some absolutely monstrous Twin Fusion Ray to total tanks. Its alternatives are no slouches either, with the Twin Gauss Cannon to handle lighter tanks at long range, the Twin Atom Shredder to carve up opponents in a rain of hits and the Twin Exterminator Cannon to blow up mobs.
- Tripod Walker: The atom-beams give you a bunch of short-range AP 1 shooting, which is fairly handy. You can also buy Reanimator, which lets a friendly unit within 12" have Regeneration trigger on a 4+. Because this requires you to be fairly close, you'll see some incentive for buying Regeneration.
- Death Fortress: Holy crap. This thing is expensive as hell and it has a lot of features. It has a lot of guns to throw around between the gauss machineguns and the heavy antimatter cannon of anti-hordes, it's tanky as hell with Tough 18 and it's able to carry 21 models, which is madness. It's even able to Ambush and has Strider (held up by Slow) so it's not bothered by terrain.
- Fortress of Destruction: No. Just no. If you're taking this, it's for a massive game. Otherwise, you're dumping 900 points into the most insane WMD ever. All those guns, Tough 24, Ambush and Strider, this thing's a giant bullseye for all the heavy weapons to fire upon it. In fact, this thing is so expensive that you can buy it Psychic (3) and get REFUNDED points! Okay, it's because those spells are replacing the Destruction Pulse made to flatten tanks, but that's still an insane thing to consider.
- Prison Monolith: For an insane pricetag, you're getting a mob-eradicating artillery tank that can also double as your most powerful psychic, capable of casting three times each turn (though any natural 1s you roll result in 3 wounds). If you're fielding multiple of these, you can also buy a Technoward so that if the first fails a psychic check you can have the wounds accumulate on the second.
- Wraith-Shard: A massive unit and your most powerful psychic at the rare Psychic(2). Its melee attacks provide a literal barrage while its Nanobot Shards let it take down monsters (or swarms if you bought the Void Shards) and being 2+ in defense with Tough(12) and Regeneration means that it won't die to anything short of concentrated laser cannons.
- Great Wraith makes it even more monstrous, adding more to its Tough Score as well as another array of melee attacks exclusively for monster-killing. Taking Wraith Seer is more supportive, as it gives a friendly unit within 12" a +1 to Regeneration rolls on top of new weapons to combat hordes.
Aircraft
- Night Transport: Your flying Transport is already pretty good, and having a Twin Flux Cannon gives you a literal storm of shots to blow stuff up. With how aircraft are, it's a bit of a waste to even consider Regeneration.
- Doom Fighter: The Night Transport swaps its Transport capacity for a Death Beam, a really powerful piece of artillery that anyone would consider a threat for their AA and Aircraft to take on. Regeneration's a good option here.
Titans
- Death Fortress: Pretty much your superheavy, a giant floating monolith with Slow but capable of Ambush. Its primary weapon is the Atom-Shredder, a rapid-fire cannon that cuts through any armor it sees, with the optional Destruction Pulse making it better against monsters. Next is the Gauss Arc Array, which provides a truckload of Rending shots, all of which can be replaced with a Flux Sphere Array for AP(1) and Poison.
- Beyond this is a choice for one of two upgrades: The Warp Gate gives you a superheavy transport that can carry 21 soldiers, while the Wraith-Shard Vault gives Psychic(2) and extra Tough for a truly hefty superheavy.
List Building & Tactics
General Advice
Note: This section needs more content. You can help the wiki by expanding it.
Tactics
Note: This section needs more content. You can help the wiki by expanding it.
See Also
- Robot Legions
- Robot Legions Quickplay Armies
- Grimdark Future Tactics
- Grimdark Future List Building
- Grimdark Future Strategy
- Grimdark Future
| Robot Legions |
|---|
| Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies |