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Getting started with the Plague in Firefight: Second Edition

21st Apr 2022

Rob Burman



Firefight banner with logo

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 is down with the sickness, as he talks Plague.

COMMAND

STAGE 3A GENERAL (50PTS)

As the saying goes “keep it simple stupid”. Now, I’m not suggesting the Stage 3A is stupid, but it does basically have one role in the game: order the Stage 3A ‘Ghouls’ to Blaze Away thanks to its Command Order. Pinning the enemy will help you close in for the kill with everything else in your list.

LEAPER SENTIENT WITH 2 LEAPERS (140PTS)

While your General is pinning the enemy down, the Leaper Sentient is pushing your other troops into combat. The Sentient’s Command Order, Blood Lust, allows all friendly non-pinned units within 6” to make a 3” Advance, potentially into combat, without being marked as Activated. Even if you don’t make it into combat, at least you’re getting closer to the enemy.

TROOPS

4 X STAGE 3A ‘GHOULS’ (55PTS EACH)

Talking of ‘Ghouls’, if you’re planning to be Blazing Away for the most of the game, it’s a good idea to take as many as possible. Working alongside the General, these are going to be a massive thorn in your opponent’s side. Potentially, if they’re within 12” of the Commander, you’ll have EIGHT Blaze Away actions in a Turn… assuming you roll enough Command Points, that is.

1 SQUAD OF 15 ZOMBIES AND 1 SQUAD OF 16 ZOMBIES (65PTS AND 69PTS, RESPECTIVELY)

One of the biggest units in the game! Their role is to provide cover to the Aberrations. Once they're close enough, they can target a weakened (or Pinned) unit and hopefully overpower them. Don't forget the Plague faction order to recover D4 health points, which can help keep them alive for even longer. Your enemy is going to have to pump a lot of fire into the zombies to clear them out.

SPECIALISTS

2X ABERRATION (90PTS EACH)

The Aberrations are your heavy armour destroyers. Thanks to six dice on an assault, combined with AP4, even a Sturnhammer is going to think twice before tangling with an Aberration. What’s more, on a Charge they’re potentially hitting on a 2+, which is more than enough to cause problems for your opponent.

STAGE 3A WEAPON TEAM WITH ADDITIONAL TEAM AND UPGRADED WITH MORTARS (145PTS)

Just in case you need some more Pinning, to back up all that Blaze Away action. The Weapon Team has a range of 48”, so no one will be safe from your long-ranged chaos.

SUPPORT

PLAGUE TERATON WITH ADDITIONAL TERATON (130PTS)

A resilient (literally) Support unit that will be hard to take down and also provides a black command dice. What’s more, thanks to the Teleport keyword, they can make unhindered charges far more easily.

999 POINTS IN TOTAL

Related Products

Plague Strike Force

The Plague is a highly virulent form of alien bio-weapon. Once the Plague starts to spread on a colony or planet, the only way to stop it is via blockades, Deadzones and planetary isolation. This set is a great way to start your Plague army, or expand an existing force to challenge your opponents and spread the terror of the Plague!

Learn more about the game and keep up to date with the latest Firefight news here.

£80.00
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Plague Mutation Booster

Stage 1 hosts are brutes and undeniably powerful. Many Enforcer commanders refer to these creatures as Plague Lords, reflective of their obvious command and control of the monstrous Plague armies rampaging ahead of them. Humans are of course not the only race susceptible to infection, but Teratons are a particularly threatening vector. How exactly the infection affects their brain chemistry is unclear – ETCU scientists barely understand the changes wrought on human victims.

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MGDZP105