Marcher Worlds: Heavy Duty to Skirmish

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Normally, I like to start off my Insiders with a joke. But, there’s nothing funny about the Marcher Worlds. They’ve abandoned the beauty of the Iron Star Alliance to go camping on strange, alien worlds. Also, they beat me the last time I played them, and I’m still mad about that…

So, let’s get started: we’re going to take the Heavy Duty pledge for a Faction and expand it out into an awesome Skirmish Force!

The Marcher Worlds Heavy Duty pledge looks like this:

·         1 Razorbat

·         1 Strike Raptor Variant B

·         1 Ranger Infiltrators Squad

·         1 Warder Attachment

·         1 Corebus

·         1 Collision Course Expansion Rulebook and Cypher Deck

The Marcher Worlds are all about the ol’ shoot-n’-scoot. They like to be constantly moving and firing on their opponents. You have tons of great capabilities for that in this Heavy Duty pledge, so for the rest of the list, we’ll want to include more and play to that strength!

·         Razorbat (3 Weapon Points, 1 Hardpoint)

o   Blazer (3 WP, 1 HP)

·         Strike Raptor Variant B (8 Weapon Points, 4 Hardpoints – Right Shoulder, Right Arm, Left Shoulder, Left Arm)

o   Dog Fighter Cortex

o   Particle Accellerator (2 WP, A)

o   Rock Buster (1 WP, A)

o   Vortex Missile (2 WP, S)

o   Cyclone Cannon (3 WP, S)

·         Dusk Wolf Variant A (5 Weapon Points, 3 Hardpoints – Right Shoulder, Right Arm, Left Arm)

o   Scout Cortex

o   Rail Gun (3 WP, S)

o   Ripper (1 WP, A)

o   Battle Rifle (1 WP, A)

·         Ranger Infiltrators

·         Ranger Fire Team

·         Coalition Weaver

·         Combat Engineer

·         Artemis Fang

·         Corebus (Free Hero Solo)

Attachments:

·         Warder

Rack:

·         Fury

o   Havoc Spiral

o   Velocity Projector

o   Paralytic Disruptor

·         Geometric

o   Conviction Countermeasure

o   Displacement Index

o   Force Barrier

o   Umbral Transvection

·         Harmonic

o   Cyclonic Vitalizer

o   Gremain Tormentor

o   Reclamation Principle

o   Recall Initiative

·         Overdrive

o   Cortical Rampager

o   Momentum Calibrator

o   Devastation Optimizer

The Razorbat is an amazing vehicle. Its turreted weapons give it that great +1 to its RAT, and it’s only downside (lack of flight) is easily fixed by its Hit the Jump Maneuver that allows it to, you guessed it, fly! While the Blazer weapon doesn’t have the highest damage output available to it, it does have strafe. This means that, with a lucky roll, you can light up to three models on fire—and who doesn’t want to do that? For the Strike Raptor, I knew it needed to have the Dog Fighter Cortex; its ability to move after being attacked is both perfectly in theme for the list and extremely useful. Just keep it near cover, take a couple of shots, and, if you get shot at next turn, simply jump behind the cover. While we have all these great long-range weapons on it, it also needed a little melee for when an enemy gets too close for comfort. The great thing about the Rock Buster is that, while it only has a POW of 3, it reduces the target’s ARM by 1. That’s pretty great—you can suddenly deal a lot more damage to more heavily armored models. Keeping the theme of movement in mind, I kitted the Dusk Wolf out with a Scout Cortex. Pathfinder and Smart Lock are just too great to ignore. The Rail Gun adds some extreme long-range damage to your forces, and the Ripper is 1) just cool looking and 2) a pretty great melee weapon for 1 WP.

Ranger Infiltrators are the amazing new melee specialists for the Faction. They go in with their Fusion Axes, then blow up whole squads with Magnetic Charges. If you summon them with a Warder, you give them extra protection as your opponent inevitably tries to kill these guys off with a Fury or two. The Ranger Fire Team is there to add some utility—they can hold objectives and help cover your Infiltrators. The Combat Engineer is a great support unit for your warjacks, and Artemis Fang wants to run around the board and assassinate any annoying Weavers or solos who show up. Finally, you have Corebus, a beast in combat, that can soak up blows otherwise directed at models holding objectives or at your other solos.

The rack for this deck is all about moving your units, your enemy’s units, or giving your models a bit more survivability. One of the new cards that is perfect for this list is Cyclonic Vitalizer, which allows a unit to move up to 3˝ at the start of each of your turns. It’s perfect for securing objectives, getting out of line of sight, and getting set up for a shot at your opponent!

Well, there you have it! And don’t forget, you can always customize this to whatever you want either by swapping out models or changing up the rack!

The Backerkit is open until January 15th! So, if you would like any of these great lists you can get them there! Here’s the link: https://warcaster-collision-course.backerkit.com/hosted_preorders

Happy gaming,

          Andy

Insider, Warcaster: Neo-Mechanika
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