Showing posts with label Zentraedi. Show all posts
Showing posts with label Zentraedi. Show all posts

Thursday, 18 December 2014

12 Days of Khyron - Day 9 The Pod Swarm

Today I am going to showcase my 450 points of Zentraedi assembled and painted from the Showdown level pledge that I received from Palladium's kickstarter.  It took me 3 weeks to paint (along side my 450 points of UEDF) during which I watched the entire Robotech Macross saga about 3 times.



The army totals at:
  • 42 tactical pods
  • 6 light artillery
  • 2 heavy artillery pods
  • 2 Quel-Regult recon pods
  • 2 glaugs

A typical 450 point army:
  • Attrition Squadron (70 pts)
    • Light Artillery Support Squad (25 pts)

  • Attrition Squadron (70 pts)
    • Light Artillery Support Squad (25 pts)
 

  • Attack Squadron (80 pts)
    • Heavy Artillery Support Squad (40 pts)
    • Quel-Regult Recon Pod (15 pts)


  • Attack Squadron (80 pts)
    • Light Artillery Support Squad (25 pts)
    • Quel-Regult Recon Pod (15 pts)


That leaves 5 points for a character like Grell.  Drop a Quel-Regult and I can add Khyron for 10 points.

 


Pod Swarm Tactics:

So how do I plan to use my army?  Well there are a few things that a Pod Swarm has going for it.
  1. Close Formation:  Keeping your pods within 2" of each other will first give you a +1 bonus to strike at ranged combat if the mecha's gunnery attribute is less than the total number of mecha in the close formation.  This is particularly good for Regults with their pathetic 1 Gunnery, but also for Light Artillery Pods firing missile volleys.  Secondly, when mecha in a close formation are attacked, they can shield each other allowing you to split the damage between the mecha hit and another single mecha in the formation.  Mecha can only shield another mecha once per turn.  Burying your artillery pods in a swarm of Regults will keep them alive.  The down side is that mecha with blast weapons like the Phalanx and Monster can tear apart close formations.
  2. Quel-Regult Recon Pods: The Advanced Reconnaissance Suite will give all friendly mecha within 12" of the Quel-Regult a +1 to strike at a cost of 2 command points.  This is a no-brainer folks.  Combined with a +1 Close Formation bonus and suddenly your pods are becoming very accurate.  When your Quel-Regult gets within 24" of the enemy, switch to the Electronic Attack Suite for 1 command point and one enemy mecha within 24" of the recon pod will suffer a -1 penalty to strike at ranged combat.  Position these pods in a way that multiple squadrons can benefit from them.
  3. Zentraedi Armada:  When Regult pods are destroyed within 8" and line of site of a Glaug from the same squadron, they can be set aside until the beginning of the next turn, when they can be brought back into action at a cost of 1 command point per squadron with a Glaug that lost Regults from it's squadron (that's a mouth full, read the Zentraedi Armada faction card for further details).
  4. Artillery Pods:  Your light and heavy artillery pods can one shot most UEDF mecha.  Keep them alive and have them benefit Close Formation and from the Quel-Regult's Advanced Reconnaissance Suite.  Do it right and they will have a +4 (2 GN + 1 CF, +1 ARS) to their dice rolls to hit with multiple missiles. 
  5. Grell:  Khryon's second in command allows you to recycle destroyed pods that die while not in line of sight to the Glaug that Grell is piloting, so stick him in one of your Glaugs if you have 5 points to spare.
  6. Pirion-Galarr:  For 20 points a squadron that Pirion is a part of can automatically boost their speed once that turn without paying any command points or making piloting rolls allowing his squadron to move 15" per turn for free (5" SPD + Leap 5" + 5" boost).  How is that useful you ask?  It allows you to close the gap faster on nasty Phalanx and Monsters with their terrible blast weapons and allows you to get targets in crossfires faster.  Ya Pirion is pricey, but worth it if used correctly and against specific targets.
  7. Khyron:  And finally there is Lord Khryon himself who comes with a +1 PIL (which help when he dodges) and the Backstabber ability.  If you are running low on command points, Khyron can start blasting away at his own troops within 8" and gain +3 command points.  Regults destroyed this way can not return as reinforcements, but the extra command points could come in useful if you need a cp to dodge or roll with impact.  I feel it is most useful when you need to fire off a few more weapon systems to finish off that pesky Tomahawk squadron.  Khryon is only 10 points and has his uses, but at a price.


Until tomorrow, keep your protoculture matrix online!

Friday, 5 December 2014

Painted 300

 I emerged from my cave today, long bearded, my eyes squinting at the bright sun light.  I look and feel like a morlock, but it was worth it, for I have finished painting two armies.

300+ pts of Zentradi:

   An attrition squad lead by Khyron, a recon squad lead by Grell, and an artillery squadron with a regult squad in support.


Grell and Khyron


I also painted up one of those recovery pods.  I have some ideas on how to use these ugly things in a scenario.


On to 300+ pts of RDF:


 Brownies!!! (still some detailing to do, but for now they are done)


 Fire support Squadron


 Rick Hunter and Roy Fokker


 Close Quarters Squadron of Spartans


 Armored Squadron of Tomahawks




Having finished phase one, I took some time out today to play a 300 pt Dog Fight at Mars Base Sara. I will have pics and a report for you later tonight.  For now, here is a spoiler...


Friday, 28 November 2014

Malcontent Uprisings pt 2.

Before I begin with the Malcontents, I'd like to share a link for those who are struggling with assembly of their RRT miniatures.  Peter Nolen made this great reference document for the sprews.  Check it out and use when you assemble your minis.  RRT Sprew Reference



In part 2 we are going to look at some of the Zentradi baddies from the Robotech Battlecry game and what color schemes they used.  Sorry for the poor quality pics, they were the best I could find.

Information in italics was taken from on robotechresearch.com



Skardde:

Rank:  Former Commander in the Imperial Zentraedi Forces and commander of Zeraal's Ground Forces
Date of Emergence from Clone Chamber:  April 7, 1968
History:  Although not the most talented Zentraedi warrior, Skarrde has survived through many engagements giving him a wisdom that many of the younger Zentraedi lack.  Skarrde survived the Zentraedi bombardment and was one of the first Zentraedi soldiers recruited by Skarrde.  He progressed through the ranks and after only a couple of months was placed in command of all ground forces.  Although, he has had professional success he is troubled by the new found emotions which have arisen from his contact with Jack Archer, especially his loyalty towards his fellow soldiers.


Special Character Traits:  Skardde should cost 5 pts and grant +1 Leadership

 Skardde's Officer Pod:


 Skardde pilots a standard Gluag.  Like Zeraal's pod, it appears to be a darker shade of the standard Glaug.  

(See Glaug Option 3 on pg 107)







Gorian:
  
Rank:  Former Commander in the Imperial Zentraedi Forces and leader of the Scavengers.
Date of Emergence from Clone Chamber:  December 18, 1978
History:  Former battalion commander in Khyron's fleet, Gorian's ship was destroyed during the Zentraedi bombardment and crashed in North America.  He was never enthralled with human culture and brought together the disgruntled Zentraedi to form the Scavengers.   During the next 16 months, the Scavengers constantly harassed the RDF outposts stealing supplies and destroying any unprotected human settlements.  Although the Scavengers were all but destroyed by Jack Archer and the other personnel at Base-6, Gorian found a place in Zeraal's forces as head of his special operations a duty which he continues to serve with the utmost in ruthlessness.

Special Character Traits:  Gorian should cost 5 pts and grant +1 GN

Gorian's Power Armor:

Gorian operates a Nousjadeul-Ger aka 'Male power armor' that is a dark navy blue/purple and light grey with red highlights.  The weapon systems appear to be dark grey.








Kiyora:


Rank:  Former Lieutenant in the Imperial Zentraedi Forces
Date of Emergence from Clone Chamber:  January 2, 1985
History:  One of the greatest female aces to emerge from the clone chamber, Kiyroa is believed to have destroyed over 250 enemy units prior to her deployment with the Imperial Grand Fleet above Earth.  During the battle she encountered Jack Archer and failed to best him in one-on-one combat, the first "defeat" of her career.  This event permanently scarred her and she developed an obsession of taking revenge on Archer.  To further this goal, Kiyora joins Zeraal and his forces to insure that she will meet Jack one last time in combat.


Special Character Traits:  Kiyora should cost 5 pts and grant + 1 PIL


Kiyora's Power Armor:

Kiyora pilots a Queadluun-Rau aka 'Female power armor' is a very dark purple with with dark grey accents and green markings.

(See Queadluun-gult Option 2 on pg 109)








Zeraal:

Rank:  Former Captain in the Imperial Zentraedi Forces and leader of malcontent Zentraedi in North America
Date of Emergence from Clone Chamber::  July 29, 1972
History:  One of the few Zentraedi flag officers which survived from the Imperial Grand Fleet, Zeraal formed a resistance group to overthrow the weakened Robotech Defense Forces and take control of the Earth.  He has proven himself an expert tactician and a deadly enemy capable of marshaling a huge Zentraedi army.  The Robotech Defense Force will be hard pressed to defeat Zeraal alone and he could prove invincible if he joins forces with Khyron.  Fortunately for the RDF the two most capable Zentraedi commanders are not eager to share the glory with each other and would rather remain separated. 

Special Character Traits:  Zeraal should cost 10 pts and grant +1 Leadership, and May attack with an additional weapon system once per turn for free.


Zeraal's Glaug Eldare:

Zeraal pilots a Glaug Eldare that is a darker version of the standard Eldare.










Now that I have a copy of the rules in hand, I went back and ammended part 1, so check it out again for my stats on Jack, Izzy and Hiro. Malcontents pt 1


In part 3 we will look at some of the battle locations and terrain ideas from the game.