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Getting started with Asterians in Firefight: Second Edition

20th Apr 2022

Rob Burman



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One thing we often get asked when launching a new game is “where do I start?” or “what units should I take?”. So, with the release of Firefight: Second Edition, we’ve asked the greatest minds on the planet (aka, the Firefight rules committee) to come up with some suggestions for building your force, based on a 1,000pt list and using the Strike Force set as the basis. Today, Chris Cowburn brings balance to the galaxy with the Asterians.

COMMAND

OVERSEER WITH TWO CYPHERS AND SHUU'VATAR (150PTS)

This combo provides a solid pool of command dice with one green and one orange (thanks to the addition of Shuuvatar). However, you will need to keep them out of harm’s way to stop the enemy neutralising them early on.

KALYSHI DEATHSTRIKE (40PTS)

The Deathstrike’s role is basically a Kalyshi delivery system (and see below why that’s a package the enemy won’t want to receive). Their command ability allows ALL friendly Kalyshi within 12" to make a free 6" Advance. Suddenly, the Kalyshi threat range is 21", which should easily get into them threat range to take out an opponent.

TROOPS

2x MARIONETTE SQUAD WITH 5 EXTRA MARIONETTES, 1 WITH A SNIPER RIFLE AND A COMMUNICATIONS DRONE (140PTS EACH)

This is a decent sized squad that will need to be dealt with. Pumping out 10 dice for each ranged attack, the Sniper can also be used to pick off key enemies, like flamers or rival snipers. Use the Noh Charger Faction Order to double your attacks and boost to add AP1 to really cause your opponent some trouble. Meanwhile, the addition of the Drone gives the unit the Marksman keyword, which means you can re-roll 1s when rolling to hit. Not bad if you’re rolling 20 attacks.

KALYSHI (90PTS)

Three attacks each (so 15 dice) and hitting on 2s when making an unhindered charge. Oh, and did we mention they can charge 15”? If you’re not going weak at the knees at the thought of that, then you must be a Forge Father player. Ok, they’ll probably get taken out by a slight wind, but at least your opponent is focusing on them, rather than your other units. Just keep them in cover until you’re ready to strike.

SPECIALISTS

WEAPON PLATFORMS BOTH UPGRADED TO PULSE BOMBARDS (150PTS)

To help your Kalyshi close in for the kill, you can keep the enemy pinned down with the Pulse Bombard. Thanks to its Indirect, 48” attack, no one is safe from the Pulse Bombard. Plus, with Blast (D4), each hit can potentially ‘explode’ into four hits. Nasty stuff – particularly if you get the first activation in a Round.

WEAPON PLATFORMS WITH HEAVY FISSION BEAMERS (110PTS)

So far, the Asterians have been a little light on Armour Piercing… but not anymore! Three shots each and AP5 means the enemy will want to give these a wide berth. Just bear in mind they’ve got Slow Reload, so Shoot actions will be a long action! Get them into position nice and early before you start blasting away.

SUPPORT

CHROMA FORCE PLATFORM (100PTS)

A mobile heavy weapon delivery system, with a 36" threat range. Don’t get too close to the action though, as the shield will only keep it safe for so long.

SPECTRA BLADEMASTER (80PTS)

Five shields? Yes please. Six dice in an Assault with AP2 and Anti-Tank? Oh, go on then! A list of keywords as long as the Solar Blade? Why not? The Spectra is arguably one of the best models in the entire Firefight range and it can pull its weight on the tabletop too. Also, as if this wasn’t exciting enough, you can use the Reposition Faction Order to make an Advance as though it had the Teleport keyword, which comes with a whole host of juicy benefits that you’ll have to read about in the rules.

TOTAL: 1,000PTS

Related Products

Asterian Spectra

Clades ensure that each Spectra is equipped with the latest stealth and energy shield technology. Spectras are only deployed in swift, surgical strikes when the need is dire.

 

 

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