Rebel Guerrillas Tactics

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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 rule). 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: Essentially the same as the HDF/Feudal Commander rule. 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.

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

  • Commander: Your commander is slightly better than the basic goon. Hell, they don't even have a good selection of weaponry, since your choice in guns is mostly pistols and your alternatives to the CCW are either energy sword or fist. What you do have is a couple of unique upgrades: stealth, wings for flight and Ambush, or a bike.
    • Unit upgrades: You have access to three special rules, available without restriction though you shouldn't be taking more than one in most cases. Guerilla Tactics gives you your HDF Commander powers. Hidden Tunnels grants your attached unit Ambush, which might be helpful for surprises. Dug In is a rule exclusive to Pioneers, letting your unit force enemies that charge them to take a Dangerous Terrain check and lose the charge bonus in any case.
  • Bounty Hunter: A more combat-focused commander, strapped with a carbine and two CCWs (which you can swap out for two pistols for no cost) and Scout for early mobility. You have access to actual guns besides merely pistols, and this includes a sniper rifle, which is incredibly powerful. As for the CCWs, the only real upgrade you have is making those CCWs energy swords.
  • Simian Champion: Pretty much a solo simian. 6 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.
  • Rebel Psychic: Your lone source of casting and a rather cheap one at that. They have access to all the upgrades available to the Rebel Commander (which includes giving them a bike or wings for extra zoom), but instead of a squad upgrade you can instead buy another level of Psychic.

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
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies