Robot Legions Firefight Tactics: Difference between revisions

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'''Pros:'''
'''Pros:'''


*All your units have Regeneration and Fearless
*All your units have Regeneration and Robot invalidates a lot of morale issues.
*Your troops are very strong with plenty of Rending
*Your troops are very strong with plenty of Rending
*Your army has great defense
* Your incredible defense backed by Regeneration
 
* Some of the strongest psychic units out there
'''Cons:'''
'''Cons:'''


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==Special Rules==
==Special Rules==


*'''Flux:''' Poison +1, equipped on flux rifles. Any nat 6 to hit now makes a hit count as 4 hits.
*'''Gloom-Protocol:''' Allows the unit to block spells as if it were Psychic (2).
*'''Gloom-Protocol:''' Allows the unit to block spells as if it had Psychic(2). If the model could already cast, then it's getting a +2 to block.
*'''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 ==  
==Psychic Spells ==  


*'''Star-Bots (4+):''' Enemy unit within 12" takes -1 to hit with melee. Pretty much an insurance policy considering how your forces mostly have a 3+ defense
*'''Meteor Bots (4+):''' One enemy unit within 12" takes three AP(2) hits.
*'''Meteor Bots (4+):''' One enemy unit within 12" takes 2 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+):''' An friendly unit within 12" can immediately move up to 3". Not really an escape button, but more of a good nudge out for another shot.
*'''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 4 hits. While the hits lack AP, this will be enough to crush a weaker hero like the HDF.
*'''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.
*'''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 6 AP 1 hits, making it more effective against the average force.
*'''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===
 
*'''Overseer:''' Your prime beatstick for a hero, blessed with a 2+ defense a 3+ quality and a modest selection of guns and blades to assert his place as the top dog.
**Shooting: By default, the overseer comes with a ranged attack with his staff, a decent weapon with AP 1. However, the moment the staff is gone, you'll be stuck with one of two choices if you still want to shoot: a wrist-mounted flamethrower or a laser cannon. Both of these can still be bought alongside the staff so it's not a straight sacrifice, but neither of them can exactly make up for the loss of the staff. The flamethrower lacks any AP but offers plenty of shots and the laser cannon is a single shot with incredible range and high AP, but saddled with an incredible price tag that makes it unappealing.
**Melee: The basic staff offers nothing in this department, but the shooting can compensate for this. However, this staff can be replaced with a hyper sword for AP 1 and Rending at no cost, a very tempting offer for melee-centric overseers. The paid options don't slack either, with the void sword offering a flurry of AP 1 blows keyed to lesser-defended heroes, the phase glaive giving a battle-brother-breaking AP 4, and the war scythe dealing Deadly 3 for ending better-defended heroes.
 
*'''Technomancer:''' Likely your chief choice of hero - Not only does this guy give you buffs for your troops, but they also act as your psychics.
**Shooting: While you have the same staff as the overseer, you can buy some better shooting to bolster it. The Flame-Protocol gives you a lot of short-range attacks, the Dread-Protocol gives a middle of the road option, and the Solar-Protocol gives the best range at AP 3 and Deadly...for one shot.
**Additional Protocols: Gloom-Protocol gives you additional anti-psychic measures and doesn't overlap with being a psychic in itself. Nightmare-Protocol gives Fear - You're not that powerful in melee, but maybe it'll work when ganging up with another unit or two that is good there. Darkness-Protocol grants half of your army Ambush, which is quite the gift for an mobility-challenged army.
**Personal Upgrades: While a jetpack sounds tempting, do remember that you'll still be hampered by Slow, so you'll likely be stuck with jetpack guardians. Bot-Master grants Psychic, which is quite powerful considering how costly your other is - though that one can be far stronger. Regen-Protocol boost the Regeneration score of nearby friendlies to a 4+. You can also add up to two Technoslaves if you're really looking to jump into melee.
 
*'''Warden:''' A straight, no-frills shooting hero. This guy totes a heavy reaper rifle, which is essentially an improvement over the warrior's reaper rifle, as well as a heavy CCW that's more than enough to handle melee if necessary. What brings this guy an edge over the overseer as a beatstick and hero of choice is the Royal March ability, which lets nearby allies negate the Slow Rule - and you will definitely want this to throw your minions into place.


=== Infantry===
==Unit Analysis ==


*'''Warrior:''' Your humble frontliner is quite a durable force. That said, being walls are what they suffice as - 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 for a bunch of short-range shots, plasma caster for a long-range reaper rifle, or a fusion caster for an expensive anti-tank mob.
===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.


*'''Eternal:''' Essentially specialist Warriors with a 2+ defense. Your eternal has access to either a flux rifle (if you want to risk it all on Poison) or a heavy gauss rifle (Adding AP 1 to the gauss rifle).
===Infantry===


*'''Guardian:''' By default, they're pretty much a mini-overseer with staff that's missing an attack in both modes. However, they can be a given jetpack for some good mobility. As for other weapons, you're stuck with either the war scythe (High AP but no guns), antimatter pistol and void sword (More melee than shooting) or the hyper sword and shield (Granting a pretty good weapon and Stealth).
* '''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.


* '''Flesh Eater:''' Pure melee murderer. They have absolutely no hope of shooting, so you should consider Ambush if you're not driving them to the fight (or hitch a ride on a technomancer's Shadow-Protocol). The claws are fairly effective with AP 1 and Rending, though you can pop 5 points to replace Rending with either more attacks, AP 3 or Deadly 3.
*'''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.


*'''Sniper:''' While just as powerful as a base eternal with Ambush, these guys suffer on account of having a rather pitiful range for their 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.  
*'''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.  


*'''Bot Swarm:''' Absolutely abysmal quality and defense, though they hold onto all the same rules and move at normal speed with Strider and have Tough 3. If nothing else, they're a good fodder unit to throw at the enemy while you cap objectives.
*'''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.


*'''Hover Bike:''' As a bike, it's able to move with normal speed and Strider, which makes for very good news for shooting. Aside from the twin gauss rifle, you can instead by a twin flux rifle (for super-poison) or an antimatter rifle (for blowing up clumps of foes).
*'''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.


*'''Robot Snake:''' Truly a threatening unit. Their melee weapons are strong and they have Strider and Tough 3, so they are very capable of getting in position to strike. You can even buy them an antimatter pistol or death gaze for cheap short-range shooting or whip coils to double the melee.
*'''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.


*'''Tri-Scorpion:''' While technically similar to the hover snake, this guy gets arm blades that trade some attacks for guaranteed AP 2. Buying a heavy blade just makes a bigger can opener, while buying Rending...feels utterly irrelevant unless you're dealing with a lot of Regeneration.
*'''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.


*'''Annihilator:''' Ambush and Strider make them a good bit more mobile than most, and Tough makes sure that this gun platform lasts. Whether you pick the more anti-infantry gauss cannon or one anti-tank heavy gauss cannon, you should never be on the front lines. If you really want it there, buy the hyper swords and have fun.
*'''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==
==List Building & Tactics==

Latest revision as of 23:02, 14 January 2023

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

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
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future: Firefight tactics
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Gangs of New Eden - 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 - Wormhole Daemons