Grimdark Future/Tactics/Rebel Guerillas
Why play Rebel Guerillas?
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.
<tabs> <tab name="Grimdark Future">
Pros
- Lots of Activations
- Your forces are all rather cheap
Cons
- Your troops are flimsy as hell
- Your troops aren't all that good with their guns
- Your choice for units is very limited
Special Rules
- 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. You could also buy Guerilla Tactics, Ambush (if you wanted your whole unit to do it) or Scavenger, which adds +1 AP to your unit's weapons for each kill in melee.
- Bounty Hunter: A more combat-focused commander, strapped with two CCWs (which you can swap out for two pistols for no cost) and Scout for early mobility. You have access to actual guns instead of merely pistols, and this includes a sniper rifle, which is incredibly powerful. As for the CCWs, the only real upgrade you have is making them 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 protected.
- Rebel Psychic: Your lone source of casting and a rather cheap one at that. Compared to practically anything in another army, you're kind of a laughing stock. Most other psychics, even those just as flimsy, could at least upgrade their proficiency while you're stuck as-is.
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.
- 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.
- Veteran Squad: 4+ quality makes your vets a little bit more valuable. These guys also gain access to a second special weapon, with the list expanded to include the short-range shotgun and heavy flamethrower. You can also give the squad one of four different upgrades (Rending in melee, +1 to defense, Scout or Stealth) that can shift around just how these guys work. Since they can also grab a Standard, Field Radio or Regeneration on top of all that, you can make a pretty good HQ bunker.
- Storm Troopers: Your elite troops. Each of them comes with 4+ to quality and defense as well as Ambush and Strider. Their base rifles and pistols also get AP 1, so they can take on infantry. Like the veterans, you can buy up to two special weapons, and while they can take the guns most soldiers can, they can also grab the heavy volley rifle - a 24" A3 AP 1 gun to give you some more attacks. Like the regulars, they can also grab a Standard, Field Radio or Regeneration - particularly useful if you grab a storm trooper commander.
- 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.
- 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.
- Light Walker: This walker as-is is pretty trash at melee. Unless you spring for the chainsaw+heavy flamethrower package, then you'll have to rely on the heavy firepower to get your use out of it. By stock, it's got either a laser machinegun or plasma cannon depending on what you plan on destroying, but you could also buy a heavy fusion rifle so you can guarantee that your enemy will die.
- 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.
Army Building
Starter Armies
General Advice
Tactics
</tab>
<tab name="Firefight">
Pros
- Lots of Activations
- Your forces are all rather cheap
Cons
- Your troops are flimsy as hell
- Your troops aren't all that good with their guns
- Your choice for units is very limited
Special Rules
- Guerilla Tactics: Essentially the same as the HDF/Feudal Commander rule. At the start of your unit's activation, you can grant nearby models either +1 AP in shooting, +1 to hit on either shooting or Melee or +3" to movement.
- Medical Training: Models near this unit gain Regeneration. Absolutely necessary because your entire army is flimsier than papier-mâché.
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. You could also buy Guerilla Tactics, Hidden Tunnels (granting the commander and half the army Ambush) or Scavenger, which adds +1 AP to your weapons and those of nearby allies for each kill in melee.
- Bounty Hunter: A more combat-focused commander, strapped with two CCWs (which you can swap out for two pistols for no cost) and Scout for early mobility. You have access to actual guns instead of merely pistols, and this includes a sniper rifle, which is incredibly powerful. As for the CCWs, the only real upgrade you have is making them 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 protected.
- Rebel Psychic: Your lone source of casting and a rather cheap one at that. Compared to practically anything in another army, you're kind of a laughing stock. Most other psychics, even those just as flimsy, could at least upgrade their proficiency while you're stuck as-is.
Infantry
- Rebels: Your humble frontliner is no different than any equivalent force of soldier-men. Flimsy as hell, but you've got three of them for fairly 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 Medical Training, Stealth and wings for flight and Ambush. both the wings and Medical Training almost double the cost of this squad, so you should only be considering them if you have a plan in mind that requires them and if you can make sure they don't die the instant something glances angrily at them.
- Strikers: Rebels but with pistols, so you have three of them in a squad as well. 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.
- Sniper: 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.
- Simian: Big chunky wall 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.
- Chelonian: Your most elite unit, 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.
Army Building
Starter Armies
General Advice
Tactics
</tab> </tabs>
Grimdark Future Tactics Articles | |
---|---|
General: | General Tactics |
Alien Hives: | Alien Hives - Soul-Snatcher Cults |
Aliens: | Dwarf Guilds - Eternal Dynasty - Jackals - Orc Marauders Robot Legions - Saurian Starhost - TAO Coalition |
Battle Brothers: | Battle Brothers - Custodian Brothers - Prime Brothers |
Elves: | Dark Elf Raiders - Elven Jesters - High Elf Fleets |
Havoc: | Havoc Brothers - Machine Cult Defilers - Wormhole Daemons |
Humans: | Battle Sisters - Feudal Guard - Gangs of Hive City Human Defense Force - Human Inquisition - Infected Colonies Machine Cult - Titan Lords - Rebel Guerillas |
Ratmen: | Ratmen Clans - Vile Rattus Cult |