Human Defense Force Quickplay Armies: Difference between revisions

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(Update to v3.1.0, 1000pts)
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|Games = [[Grimdark Future]],<br>[[Grimdark Future Firefight|Grimdark Future: Firefight]]
|Games = [[Grimdark Future]],<br>[[Grimdark Future Firefight|Grimdark Future: Firefight]]
|Species = Human
|Species = Human
|Version = 2.50
|Version = 3.1.0
}}
}}
Below you will find quickplay army lists for '''Human Defense Force''' from Grimdark Future.
Below you will find quickplay army lists for '''Human Defense Force''' from Grimdark Future.


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


==GCPS Strike Force (750pts)==
This is a v2.50 list you can build using the '''''GCPS Strike Force''''' box from '''Mantic Games''', or any other models of your choice.


A pretty volume-of-fire reliant list. The hero is only really there to boost your Infantry Squad's morale, but in the later stages of the game their pistol is a nice bonus. Clog up points with your Infantry Squad, and have your Walker and Storm Troops hit higher-defense units where their AP is more valuable. No esoteric special rules to worry about, just a nice mass of bodies.
==Combat Patrol (1000pts)==
{| class="wikitable"
This is a v3.1.0 list you can build using the '''''Combat Patrol: Astra Militarum''''' box from '''Games Workshop''', or any other models of your choice.
!++ Human Defense Force [750pts] ++
|-
|'''Company Leader'''<nowiki> [1] Q4+ D5+ | 35pts | Hero, Tough(3)</nowiki>
 
Shred Pistol (6", A3, Rending)
 
CCW (A2)
 
'''Infantry Squad''' [20] Q5+ D5+ | 295pts |
 
18x Rifles (24", A1)
 
2x Flamethrower (12", A6)
 
20x CCWs (A1)
 
'''Storm Troopers''' [10] Q4+ D4+ | 240pts | Strider
 
2x Grenade Launcher (24", A1, Blast(3))
 
8x Heavy Rifles (24", A1, AP(1))
 
10x CCWs (A1)
 
'''Light Walker''' [1] Q4+ D2+ | 215pts | Fear, Tough(6)
 
Rapid Laser Machinegun (30", A6, AP(3))
 
Stomp (A2, AP(1))
|}
 
== GCPS Strike Force (1000pts)==
This is a v2.50 list you can build using the '''''GCPS Strike Force''''' box from '''Mantic Games''', or any other models of your choice.
 
A pretty volume-of-fire reliant list. Clog up points with your Infantry Squad, and have your Walker and Storm Troops hit higher-defense units where their AP is more valuable. Even AP1 in decent volume will knock wounds off Defense 2+ units. The Storm Troops can be run as either two or a combined unit. There are tradeoffs to each - Two smaller units are each easier to kill, but can cover more ground. Your hero's buff also doesn't have as much effect if you aren't targeting the combined unit, although you may well be using it on your Infantry Squad anyways as there are more bodies there to benefit.
{| class="wikitable"
! ++ Human Defense Force [1000pts] ++
|-
|'''Company Leader'''<nowiki> [1] Q4+ D5+ | 35pts | Hero, Take Aim, Tough(3)</nowiki>
 
Shred Pistol (6", A3, Rending)
 
CCW (A2)
 
'''Infantry Squad''' [20] Q5+ D5+ | 295pts |
 
20x Rifles (24", A1)
 
20x CCWs (A1)
 
'''Storm Troopers''' [5] Q4+ D4+ | 135pts | Strider
 
1x Heavy Volley Gun (24", A4, AP(1))
 
4x Heavy Rifles (24", A1, AP(1))
 
5x CCWs (A1)
 
'''Storm Troopers''' [5] Q4+ D4+ | 135pts | Strider
 
1x Heavy Volley Gun (24", A4, AP(1))
 
4x Heavy Rifles (24", A1, AP(1))
 
5x CCWs (A1)
 
'''Armored Truck''' [1] Q4+ D2+ | 235pts | Fast, Impact(6), Strider, Tough(6), Transport(11)
 
Twin Heavy Volley Gun (24", A8, AP(1))
 
'''Light Walker''' [1] Q4+ D2+ | 185pts | Fear, Scout, Tough(6)
 
Rapid Heavy Flamethrower (12", A12, AP(1))
 
Stomp (A2, AP(1))


'''Special Rules'''
The Leader will need to stick with the Infantry Squad, as their morale is D-tier and they'll need the boost to stay in the fight. Use Double Time to shuffle your artillery up the field, as they're slow, and really don't want to be moving anyways - they both get a defensive bonus for not moving, and one is penalized on their shooting if they move on their activation, so Double Time the Rocket Battery. The Laser Cannon shouldn't need the boost anyways as it will have the range to hit what it needs.


''Take Aim'' - Once per activation, before attacking, pick one friendly unit within 12” of this model, which gets +1 to hit next time it shoots.  
Anti-armor comes from the Veterans and the Laser Artillery. Keep the vets in cover at all times and use the Plasma Rifles to plink down vehicles or elite infantry. Use the Walker to take a point early with its scout and to remove a chunk of an infantry squad - it can easily knock out half of a lot of them.
|}


==GCPS Strike Force (1500pts) ==
https://army-forge.onepagerules.com/share?id=OebzX7mtySYm&name=Human_Defense%20Force
This is a v2.50 list you can build using the '''''GCPS Strike Force''''' box from '''Mantic Games''', or any other models of your choice.


You probably get it by this point :) Plays similar to the first two lists, but using all of the available models, I believe. Infantry walks onto a point and never leaves except to make some breathing room, Storm Troops kill mid-tier infantry and chip at vehicles and high-tier elite infantry, Flamethrower walker points at anything it gets close to (Really, its more than enough), Laser walker acts as your anti-tank that also deals with high tier infantry easily.
{| class="wikitable"
{| class="wikitable"
! ++ Human Defense Force [1500pts] ++
!++ Human Defense Force [GF 1000pts] ++
|-
|-
|'''Company Leader'''<nowiki> [1] Q4+ D5+ | 70pts | Hero, Take Aim, Tough(3)</nowiki>
|
 
'''Company Leader''' [1] Q4+ D5+ | 75pts | Hero, Tough(3), 1x Commander(Double Time)<br>
Shred Pistol (6", A3, Rending)
Master Drum Pistol (9", A3, Rending)<br>
 
Energy Sword (A2, AP(1), Rending)
CCW (A2)
 
'''Infantry Squad''' [20] Q5+ D5+ | 310pts |
 
20x Rifles (24", A1)
 
20x CCWs (A1)
 
'''Storm Troopers''' [10] Q4+ D4+ | 270pts | Strider
 
2x Heavy Volley Gun (24", A4, AP(1))
 
8x Heavy Rifles (24", A1, AP(1))
 
10x CCWs (A1)
 
'''Storm Troopers''' [10] Q4+ D4+ | 270pts | Strider
 
2x Heavy Volley Gun (24", A4, AP(1))
 
8x Heavy Rifles (24", A1, AP(1))
 
10x CCWs (A1)


'''Armored Truck''' [1] Q4+ D2+ | 265pts | Fast, Impact(6), Strider, Tough(6), Transport(11)
'''Infantry Squad''' [10] Q5+ D5+ | 150pts | <br>
8x Rifle (24", A1)<br>
2x Flamer (12", A1, Blast(3), Reliable)<br>
10x CCW (A1)


Twin Autocannon (36", A6, AP(2))
'''Veteran Squad''' [10] Q4+ D5+ | 215pts | Heavy Armor(Defense +1)<br>
 
2x Plasma Rifle (24", A1, AP(4))<br>
'''Light Walker''' [1] Q4+ D2+ | 170pts | Fear, Tough(6)
7x Rifle (24", A1)<br>
 
1x Fusion Rifle (12", A1, AP(4), Deadly(3))<br>
Rapid Heavy Flamethrower (12", A12, AP(1))
10x CCW (A1)


'''Light Walker''' [1] Q4+ D2+ | 170pts | Fear(1), Tough(6), 1x Forward Observer(Scout)<br>
Rapid Heavy Flamethrower (12", A2, AP(1), Blast(3), Reliable)<br>
Stomp (A2, AP(1))
Stomp (A2, AP(1))


'''Light Walker''' [1] Q4+ D2+ | 215pts | Fear, Tough(6)
'''Field Artillery''' [1] Q4+ D2+ | 190pts | Entrenched, Slow, Tough(6)<br>
Rocket Battery (24", A3, Blast(3), Indirect)<br>
Artillery Crew (A3)


Rapid Laser Machinegun (30", A6, AP(3))
'''Field Artillery''' [1] Q4+ D2+ | 200pts | Entrenched, Slow, Tough(6)<br>
 
Heavy Laser Cannon (36", A1, AP(3), Deadly(6))<br>
Stomp (A2, AP(1))
Artillery Crew (A3)


'''Special Rules'''


''Take Aim'' - Once per activation, before attacking, pick one friendly unit within 12” of this model, which gets +1 to hit next time it shoots.
'''Unique Special Rules:'''<br>
''Double Time'': Once per activation, before attacking, pick one other friendly unit within 12”, which may move by up to 6".
|}
|}



Revision as of 15:28, 19 September 2023

Human Defense Force
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Human
Version: v3.1.0

Below you will find quickplay army lists for Human Defense Force from Grimdark Future.


Combat Patrol (1000pts)

This is a v3.1.0 list you can build using the Combat Patrol: Astra Militarum box from Games Workshop, or any other models of your choice.

The Leader will need to stick with the Infantry Squad, as their morale is D-tier and they'll need the boost to stay in the fight. Use Double Time to shuffle your artillery up the field, as they're slow, and really don't want to be moving anyways - they both get a defensive bonus for not moving, and one is penalized on their shooting if they move on their activation, so Double Time the Rocket Battery. The Laser Cannon shouldn't need the boost anyways as it will have the range to hit what it needs.

Anti-armor comes from the Veterans and the Laser Artillery. Keep the vets in cover at all times and use the Plasma Rifles to plink down vehicles or elite infantry. Use the Walker to take a point early with its scout and to remove a chunk of an infantry squad - it can easily knock out half of a lot of them.

https://army-forge.onepagerules.com/share?id=OebzX7mtySYm&name=Human_Defense%20Force

++ Human Defense Force [GF 1000pts] ++

Company Leader [1] Q4+ D5+ | 75pts | Hero, Tough(3), 1x Commander(Double Time)
Master Drum Pistol (9", A3, Rending)
Energy Sword (A2, AP(1), Rending)

Infantry Squad [10] Q5+ D5+ | 150pts |
8x Rifle (24", A1)
2x Flamer (12", A1, Blast(3), Reliable)
10x CCW (A1)

Veteran Squad [10] Q4+ D5+ | 215pts | Heavy Armor(Defense +1)
2x Plasma Rifle (24", A1, AP(4))
7x Rifle (24", A1)
1x Fusion Rifle (12", A1, AP(4), Deadly(3))
10x CCW (A1)

Light Walker [1] Q4+ D2+ | 170pts | Fear(1), Tough(6), 1x Forward Observer(Scout)
Rapid Heavy Flamethrower (12", A2, AP(1), Blast(3), Reliable)
Stomp (A2, AP(1))

Field Artillery [1] Q4+ D2+ | 190pts | Entrenched, Slow, Tough(6)
Rocket Battery (24", A3, Blast(3), Indirect)
Artillery Crew (A3)

Field Artillery [1] Q4+ D2+ | 200pts | Entrenched, Slow, Tough(6)
Heavy Laser Cannon (36", A1, AP(3), Deadly(6))
Artillery Crew (A3)


Unique Special Rules:
Double Time: Once per activation, before attacking, pick one other friendly unit within 12”, which may move by up to 6".

See Also

Human Defense Force
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future quickplay armies
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