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(Firefight) Starfall: Other Factions' Starter Armies - Lists welcome!

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  • (Firefight) Starfall: Other Factions' Starter Armies - Lists welcome!

    Ahoy there, fellow Warpathians!
    Since Mantic announced on the blog that the Deadzone summer campaign will take place on Starfall, and not all of us are playing GCPS or Veer-Myn, I was thinking that it would be fun to build viable lists from Starter army sets.
    I would really like to see what you players around here on the forum can come up with, if you have to build a list of 1.070 - 1.090 points (similar in scope to the Starfall armies) from a single Starter set alone. I haven't played Warpath or Firefight much in the last few months, so this is also a shout-out to more experienced players to contribute. While this leaves some armies without some particularly useful choices (e.g. Forgefathers without transports), this is not only a little challenge for all of us, but can also help us build up the gamer base by sharing your ideas.

    For easy reference, I decided to include the links to the WP/FF Starter sets on Mantic's webshop, (as of 12th of June 2018)
    - Asterian Starter Force: Lots of Marionettes with their support drones, good mix of Cyphers, 2 drones, 1 Overseer
    - Enforcer Starter Force: Almost all types of Enforcers in one box (regular, assault, heavy support, peacekeepers and pathfinders), 1 Strider
    - Forgefather Starter Force: Solid base of Steelwarriors and Stormrage Vets, Forgeguard, Iron Ancestor (forgehammer & hailstorm cannon), 1 Jotun Hailstorm Weapons Platform
    - GCPS Starter Force: Already covered in Starfall, but let's see what you can come up with!
    - Veer-Myn Starter Force: Already covered in Starfall, but let's see what you can come up with!

    2 armies are currently without proper WP/FF starter sets, the Marauders and the Plague, but I think that combining some elements from Deadzone might offset that. As a Marauder player, I can attest that you could build a 1.000 pt force from Deadzone's Marauder Faction Starter & Faction Booster sets combined. Doing so with the same sets for the Plague seems a bit more difficult. If you have access to the Warpath Kickstarter set, you could draw some ideas from that box.
    Last edited by Captn Morgrim; 12-06-2018, 12:23 PM.

  • #2
    A very quick build from Plague Faction Starter & Booster, 1047 points according to ff.easyarmy.com. I haven't played a Firefight game yet but I'm thinking of buying the Booster set so I can try if I ever got bored of Deadzone.

    3rd Gens 140 pts
    3 3rd Gen
    2 3rd Gen Flamethrower
    One model upgraded to Lieutenant

    3rd Gens Mortar Battery 150 pts
    3 3rd Gen Mortar Team (2 men)

    3rd Gens Specialists 90 pts
    1 3rd Gen
    2 3rd Gen Grenade Launcher
    2 3rd Gen HMG

    Plague Beasts 84 pts
    6 Dog/Swarm
    (The Starter box says it contains 2 hounds. Mine had 2 extras, so with the hound & swarm from the booster it'll add up to 6 Beasts.)

    2nd Gen 'Bursters' 72 pts
    3 2nd Gen Bursters

    2nd Gen 'Leapers' 96 pts
    3 2nd Gen Leapers

    Plague Zombies 100 pts
    15 Zombies

    Aberration 75 pts
    1 Aberration

    Teraton 90 pts
    1 Tereton

    1st Gen Mutant 150 pts
    1 1st Gen Mutant

    Comment


    • #3
      pikkujoulumies, that looks like a solid to start out from - and thanks for the information that there 4 dogs in the Plague Starter set. This widens the scope for list building!
      Since you have points to spare, you could upgrade the 3rd Gen LT with an extra weapon. Which one would you pick?
      __________

      And here is my contribution, - my attempt to turn the Marauder Faction Starter & Faction Booster sets into a cohesive whole. Since Marauders are my favourite force in the Warpathverse, I will also include some further thoughts on them. The force I created here is largely WYSIWYG (what you see is what you get), with the exception of 2 Mawbeasts Bombers serving as regular Mawbeasts and a regular Commando as a Commando Sergeant (I like to use the Commando with 2 rifles for that purpose). Unfortunately, the Marauder sets miss some extra pieces for - in my book - useful or necessary upgrades like more flamers and HMGs, but it is otherwise a solid starting point.

      Marauder Commando Captain... 110

      Commando ranged support squad... 216
      6 Orc Commandos + 2 Mawbeasts, 1 x HMG, 1 x Sergeant

      Commando Assault Squad... 216
      6 Orc Commandos+ 2 Mawbeasts, 1 x Pyro, 1 x Sergeant

      5 Goblin Snipers... 120
      1 x Sergeant

      2 Ripper Raimakers... 146
      2 x Overkill Suit

      2 Ripper Mauler... 106
      2 x Assault Equipment

      1 x Hulk ... 90

      1 x Mortar Guntrack... 85

      Pts Total 1.089 Command Dice: 6

      Comments:
      The Commando Captain could be exchanged for a Warlord at no additional cost, but what the later adds in melee capacity, he reduces your Command dice and your best command rating by 2. If there were more points available I would rather equip the Captain with Ripper claws and a HMG to give him some punch at range and up close. Remember that both have Protection (regular infantry), which means they are hard to kill at range and keep your units from being grounded.
      The 2 Commando units are smaller due to points constraints than I would have liked, but using 12 out of 15 models is a start, and both units could include a further equipment upgrade. The faction booster includes 2 options for Ripper claws, which could go onto the extra models. It is possible to drop the Mawbeasts from the HMG squad to include a Commando with Ripper Claws in the Assault Squad, and also equip the Assault squad's Sergeant with extra Ripper claws fromt the equipment list for extra punch in melee.
      The Rippers are solid, but low in number - 2 of each sort - if you play them WYSIWIG. You could try different set ups, given that the basic Ripper Suits in Firefight come with Missile Launchers and you can replace them with different loadouts - but in order to use them in Warpath or Deadzone games - where these options are not available - I'd stick with this set up.


      Where to take if from there?
      Another Faction booster is almost the best choice here. It allows you to boost the number of models in existing squads, e.g. you 'll get 19 Commandos in total (also adding another HMG and Sergeant - and more claws!), 3 more Snipers (which 'd give you a 2nd unit of Goblin Snipers!) and increasing the number of Rippers in each unit to 3, plus another Hulk and Guntrack. Also consider adding a Warlord for an extra punch in melee and Inspiring to go with your Commandos.
      Since most Marauder units are quite capable in melee, you could also add a Mule Formation as well to get them where they are needed. The GCPS Mules do not count as allies in this list, and they are better armoured (Def 7+) that the Marauders' own Bull transports (and they are available as a bundle on the Mantic webshop). Both Commando squads and the Ripper Maulers would easily fit on them A mayor downside here however is that the human drivers won't take orders from Marauder Commanders, so I would consider to include a GCPS general as a liasion officer to command those cars.
      Last edited by Captn Morgrim; 13-06-2018, 12:26 PM.

      Comment


      • #4
        With my Plague Starter+Booster army the tactic will probably be to suppress until the hard hitting melee (leapers, boomers and 1st gen) arrive. For that reason I'dd probaly add a HMG for the Lieutenant.

        Note that I can't promise that each starter box will have 4 dogs, I'm only saying that mine did. If there's not enough dogs for the 6x Beasts, you can always add extras to 3rd gens or zombies.

        Where to go from here:
        1. Since the Subject 901 and the Leapers/Bursters are on 40mm bases I think i'd change one Burster to a Subject 901. More hard hitting Melee.
        2. Adding vehicles would add more play options. However, that's not how my Plague rolls. The ability to maneuver vehicles is on the border of believable. I prefer the mindless "run the shortest path to the closest enemy and tear it to pieces" approach. I'd still like my opponents to have vehicles just to eat through them.

        Comment


        • #5
          Question: Why did you pick the Bursters instead of Leapers? I'd go 2 squads of Leapers with their speed and agility.

          1. Since the Subject 901 and the Leapers/Bursters are on 40mm bases I think i'd change one Burster to a Subject 901. More hard hitting Melee.
          In Firefight, you can add Subject 901 without dropping a Burster or Leaper, he's on his own at this scale, and adds the very useful "Protection" rule to your units in range.

          2. Adding vehicles would add more play options. However, that's not how my Plague rolls. The ability to maneuver vehicles is on the border of believable. I prefer the mindless "run the shortest path to the closest enemy and tear it to pieces" approach. I'd still like my opponents to have vehicles just to eat through them.
          Actually, that's very understandable since you cannot exit vehicles and engage enemies in the same move action in Firefight. Wherea in WP proper, the Leapers' reckless advance combined with a Hornet can result in a 1st turn charge (14'' move with hornet - next activation have Leapers disembark at the double with Reckless Advance and rip things to shreds. )

          Comment


          • #6
            Bursters vs Leapers: I just wanted to have different units to add strategic depth.

            Subject 901: I meant that the Starter has 6x 2nd gens. Using one model as Ssubject 901 leaves 5 models for any combination of Leaper/Burster.

            If I had a Mule I would send the zombies forward to draw enemy fire for a turn or two until the heavy hitters arrive.

            Comment

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