Rebel Guerrillas Tactics: Difference between revisions
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==Special Rules== | ==Special Rules== | ||
*'''Dug In:''' Unique to your Pioneers (and the Commander with the right | *'''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:''' | * '''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== | ==Psychic Spells== | ||
| Line 41: | Line 45: | ||
===Heroes === | ===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. | |||
*'''Simian Champion:''' Pretty much a solo simian. | |||
===Infantry === | ===Infantry === | ||
Revision as of 03:56, 14 April 2023
| 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. You've got a modest variety in guns and you even have access to a gun drone for more shots. You also have some interesting rules between Regeneration, Stealth and wings for flight and Ambush. both the wings and Regen almost double the cost of this squad, so you should only be considering them if you have a plan in mind that requires them.
- Strikers: Rebels but with pistols. Your lone options for guns are the shorter-ranged burst pistol or the shotgun, but you could just sacrifice that pistol for another CCW. Your CCW options pretty much revolve around forking over 5 points for AP 1 and the option of either Rending or Poison. While you don't have as many options as the rebels, you can buy them bikes to give them the speed 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 rifles for the unit for any particular role, as well as buying Spotting Lasers. Spotting Lasers give you a special 36" attack that let the Spotters hit on a 4+, marking the enemy. Your other units can then spend these markers, adding a +1 to their hit rolls for each marker spent.
- Pioneers: Rebels with shotguns and Ambush, making them an unpleasant surprise wherever they show. They also have Dug In, a rule that makes them always rob charging enemies of any benefits conferred by charging as well as forcing those enemies to roll for Dangerous Terrain. 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 gun options all rely on a 12" range.
- Veterans: 4+ quality makes your vets a little bit more valuable. These guys also gain free-reign access to the weapons list, as well as access to missile launchers and one lone gun drone for extra shots. You can also give the squad Medical Training so you can make it a hero bunker with Regen. On top of this is the option for either Stealth or Ambush+Flying, determined by what you're going to bring with them.
- Sniper Squad: 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 making 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 with 3 AP 1 attacks and Tough 3 to ensure their survival. Their only options are wrist-mounted flamethrowers or grenade launchers for close-quarters combat.
Vehicles
- Jeep: Fast and Strider give this truck a some good mobility, especially if you opt to buy it a Transport capacity for 6 models. Its lone weapon is the heavy 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.
- 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
- Rebel Guerrillas Quickplay Armies
- Grimdark Future Tactics
- Grimdark Future List Building
- Grimdark Future Strategy
- Grimdark Future
| Rebel Guerrillas |
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| Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies |