Posts Tagged ‘summon’

Hekat Summoning – The Creation Routine

Posted in Therians on December 4th, 2008 by Vastatum – 3 Comments

So you’re a fresh Therian commander and want to know what the deal with Hekat summoning is. This ability will cause much frustration for your opponents as you are potentially able to bring a new type * AFV onto the board each turn.

For the cost of 4 LP you may take a type * AFV model that is not currently a part of your army and place it next to the Company Commander where it will be able to activate on your next turn. Only the Company Commander can use this routine so it is not possible to spawn multiple Type * AFVs in a single turn.

The spawned Type * AFVs are not alphas so they do not have any access to routines themselves. if you want to be able to use the rush routine with them the Company Commander must be the one to do it. Similarly, these summoned Type * cannot repair themselves, instead relying on the Company Commander’s routines. Remember the Company Commander is the only one that can use routines on other units in the army.

Another thing to note. If you are going to be summoning type *’s, having Sigma Urash around is extremely useful. Sigma Urash is the only Therian capable of using fusion on 2 afvs of different units. This means having him around will let you fuse those 2 half dead Hekats into a Type ** AFV of your choice.

Cogs A-Volution – AFV’s, AFV’s, AFV’s

Posted in Cogs on December 1st, 2008 by Vastatum – Be the first to comment

If you’re looking to play Cogs and you like AFV’s then the A-Volution list is for you. The layout is similar to Red Blok’s Frontline list but with an even greater focus on AFV’s.

  • AFV */**/***
  • AFV */**/***
  • AFV * Infantry ***
  • Infantry */**
  • Infantry */**

This pattern will let the Cogs run 2 type *** AFVs in a platoon. We haven’t yet seen the point costs for these but I imagine that a list with 2 type *** would be quite devastating.

The next bit of info about this list is the Heroes it can use. Remember there are no officers for the Cogs, only heroes so if you want to avoid paying for activation, one of these guys is essential.

First up is the G45. This Hero packs a hefty punch with a Quantum MG and a rocket launcher. The Quantum MG is a standard 4/1 shot MG with strength 7. Every weapon for the Cogs gets a reroll so this is pretty standard faire.

The Rocket Launcher is common to all 3 hero types and has 3 shots of strength 11/2. The difference between this rocket launcher and say redblok’s is that this comes with an accuracy of 6. While the red blok is struggling to run across

the board to use theirs, the Cogs will be happily engaging targets across the board.

The G36 Hero forgoes the MG for twin Quantum rifles. With 2 shots each and a reroll they get the same number of shots as the MG but with a range of 8 and a strength of 5. This is an even greater long range fighter, though his weapons are not going to pose a threat to anything but infantry. The G36 also has the standard rocket Launcher discussed before.

Finally the G18. This guy is set up for Melee. In addition to the rocket Launcher, he is armed with 2 quantum blades for a much more up close and personal style. He gives a +3 unit number bonus and he’ll need it to get into melee range.

All of these heroes can detect stealth as they are equipped with Detection Systems. They also have the ability to Rocket Jump. Most interestingly is these Heroes’ ability to summon type * AFVs.  Thats right, the Cogs are getting afv summoning ability just like the dreadded Therians. This ability costs 4 LP and behaves in the same way as the Therian’s construction routeine.

So there you have it, A-Volution is an AFV heavy list, the Heroes come in 3 flavours melee, MG, and ultra long range and they can summon. Sounds like this will be a really  interesting army to play. I can’t wait.