Ghar Rebel Army Building

Following his excellent series on Isorian painting, Zac Beldan turns his hand to selecting
Ghar Rebels and the tactics he’d consider whilst doing so…

Ghar Rebel Army Building

Ghar face Rebels around a smoke ventArmy building in Beyond the Gates of Antares is a different type of experience from other popular 28mm sci-fi(ish) miniature games. The first issue is that, for the most part, Antares armies have fewer upgrade and equipment options than other games. What this means on the table is that you pretty much know what a unit of C3 Infantry or Ghar Rebel Black Guard are armed with without having to squint at the models. Antares armies also tend to have more ‘core’ units on the table than other games. This does vary from force to force and from point level to point level but when you play a game of Antares you are pretty certain that you aren’t going to face some horrible cheesy list.

That said, the Ghar Rebel army can currently ‘spam’ a lot of support teams to create a huge number of activations and lots of opportunities to apply pins to opposing units. Finally, the number of required units in a force can vary considerably from army to army so creating a 1000 point list for a Concord player has a lot of different choices and issues than it does for a Ghar Rebel player. So with all those points in mind, let us take a look at the steps and decisions involved in building a 1000 point Ghar Rebel army.

Required units

The Ghar Rebel army list has a wealth of cheap Tactical units and in order to force players to build a mass army of Ghar the force selector for the Ghar Rebel list requires 5 tactical unit choices and 1 Support unit. I started my Rebel army by purchasing the army set from Warlord Games. That boxed set comes six Tactical choices but, as I will discuss in a bit, I won’t be using all of them.

The army boxed set comes with two Rebel Black Guard units and an Outcast unit. The Rebel Outcast models looks quite nice but the unit itself is utter chaff and is armed with Luggers instead of Mag Guns. As such, it suffers from Low Ammunition as well as a lack of Reflex armour. It isn’t of any real value unless you really need a Tactical unit to fill out requirements at a higher point value. So the first addition to the list will be the two Rebel Black Guard units. At full size (10 models) and with a Plasma Lance each unit is 99 points.

Rebel Black Guard Command
Rebel Black Guard Command Squad

The next thing I will add is a Rebel Command Squad. If you look at its stats the unit doesn’t really offer a lot. It comes with a Maglash but frankly if the unit gets into an assault it is dead even with the Maglash. The Command value of the Leader is a measly 7 which is only slightly better than the Ghar Rebel troops it is meant to lead. Despite its name though, the Command Squad isn’t actually meant to ‘command’ any troops. The best use for it is to provide a moveable instance of the Rebel keyword where needed. The Ghar Rebel army swaps the Outcast keyword for the Rebel keyword and this allows Ghar Rebel units to ignore a Pin marker if they have other Rebel models near them. The Command Squad is best used to provide this ability where needed. Combined with the Follow ability it means that the Command Squad can help make some of the other Rebel tactical units slightly more accurate and also build fireteams. What this army will not lack is a lot of, not very accurate, firepower.

Where the army will get its command abilities from is the Rebel Commander in Battle Armour. The model has a Command stat of 9, in line with other armies’ commanders, and has the added protection of a Ghar Battle Suit. This unit can be expanded and upgraded but for the moment I am going to leave it with just the single model.

The final required Tactical unit is going to be one of the Support units. My first choice is almost always the Quad Mag Repeater team. The unit has the potential to put out an immense amount of firepower due to the Rapid Fire D8 ability and even if you roll low your opponent is going to treat it seriously as they can’t risk you getting off eight shots with the gun. In order to make sure that the unit sticks around for a while I am going to add a third crew member and give them all Reflex Armour.

Finally the list requires a single Support Choice. In the Ghar Rebel force selector, the Battle Suit units have moved from Tactical to Support choices. So if I want to add any Assault, Bomber or Battle Suit units I need to use my Support choices. My preferred choice though is the Rebel Creeper. The unit is one of the least expensive Support Choices and it not only has the option to carry an immense Mag Cannon but it is MOD2 and also can be upgraded with Plasma Amplifiers. Who wouldn’t want to have three shots a turn with a Mag Cannon?

Those six units bring the army up to 532 points so there is a lot of room to add specialized troops as well as upgrade and expand the units in the army.

More cool toys

502215003 Ghar Outcast Rebel Squad
Ghar Outcast Rebel Squad

There is not a lot of finesse in the Ghar Rebel force selector. It has small things with guns that shoot a lot and large, armoured things with big guns. So when I expand the list I don’t really have a lot of niche, unique units to add. What I am going to choose is what type of big gun I want and how it gets delivered. The only exception to this is the Ghar Command Crawler which provides Command, Follow and Leader 2 with the additional bonus of two Scourer Cannons.

So the first question is what sort of weapon or weapon effect does the army need from the options available. The Ghar Bomber Squad is an attractive choice since it has a powerful Overhead shot that also has the Disruptor keyword. It also has a very long range so it can begin to shoot at opponents, and add a decent number of pins, without having to spend a turn or two advancing. The default unit has two models and can be expanded if I want. The Disruptor Cannon is afflicted with the Low Ammunition keyword though so one necessary addition is an Ammo Scutter. Not only will this alleviate the problem with Low Ammunition but it adds another Scourer Cannon. Ideally though, the Bomber unit is sitting back enjoying the 60-120″ range of the Disruptor Bomber. That unit adds 153 points to the force and brings it up to 687 points.

Currently the army has some big guns but I think that it needs another unit to work with the Rebel Command Squad and the Quad Repeater Support team. The force selector allows for Mag Light Support, Mag Cannon and Disruptor Cannon as Support team options. Currently the Disruptor Cannon is only available as part of the Ghar Outcast box or in army boxes. There is already a lot of Disruptor weapons in the list and the Creeper is providing a Mag Cannon so the remaining choice is the Mag Light Support team. The Mag Light Support is an RF 3 weapon that can fire out to 100″ with a Strike Value of 3. The best way to use it is combined with the first Support team and the Command Team to build a fire base that can use the Command team’s Follow ability to pump out a large number of shots at multiple units. As long as there are other Rebel units within 5″ (which is also the range of the Follow ability) the units can ignore one Pin Marker. This may not seem like a lot but it does mean that your opponent will need to put more fire at these units to affect their Accuracy and also try to limit the effectiveness of the Follow ability.

Ghar Outcast Rebel Creeper
Ghar Outcast Rebel Creeper

While assaults are not as prominent a part of the gameplay of Antares as it is with other sci-fi(ish) games, it can be very effective and the Ghar Assault Squad is one of the more effective assault units in the game. What makes it so devastating in assaults is the combination of the Disruptor Discharger and the Plasma Amplifiers. The Discharger will automatically put a unit Down unless it is not allowed to take a Down action. The Plasma Amplifier adds another activation dice for the unit which means that if it is in range it can take advantage of its target being Down to rip it to shreds. A three model Assault Squad unit with Plasma Amplifiers is 214 points (the most expensive unit in the army) and with the Mag List Support team that brings the army to 938 points.

One of my favourite Ghar Rebel vehicles is the Attack Crawler. It looks great, it really embodies the character of the army and it has several weapon options. The Attack Crawler can be equipped with a Mag Cannon, Mag Light Support, Quad Mag Repeater or even a combination of the three. Despite that flexibility I think that it is too expensive for a 1000 point list given that it doesn’t provide any functions that aren’t provided by another unit it the force.

Ghar Rebel Attack Crawler
Ghar Rebel Attack Crawler

Finishing up

At this point there aren’t enough points left to add any more units but we do have a few points left to add some goodies or upgrades to the units that are in the army. While technically a Flitter shard is a unit it is about the price of an upgrade and so I tend to view it as such. At 30 points for 6 Flitters it fits nicely into points left and also give an effective Accuracy buff to most of the army. As long as they survive. The final addition to the army is to add Plasma Amplifiers to the Bomber unit. It is the only remaining Battle Suit unit that can really benefit from it and I like the idea of being able to scurry from cover and then deliver a Disruptor barrage on my opponent. Those two final additions bring the army up to 998 points.

The force has answers to many of the questions you are going to see on an Antares battlefield. It has a good anti-vehicle weapon, something to take out infantry and a good Assault unit. It is a Ghar army so it doesn’t really have anything fancy but ‘fancy’ units are for creepy humans and a good Ghar general likes to shoot things.

So here is the entire army:

Ghar Outcast Rebel army (998pts)

Auxiliary (30pts)

6x Flitter (30pts)

Support (515pts)

Rebel Assault Squad (214pts):

  • 2x Ghar Trooper (120pts)
  • Plasma Amplifiers (30pts)
  • Ghar Leader (64pts): Leader

Rebel Bomber Squad (183pts):

  • Ghar Bomb Trooper (63pts)
  • Ghar Scutter (26pts)
  • Plasma Amplifiers (30pts)
  • Ghar Leader (64pts): Leader

Rebel Creeper (118pts)

  • Mag Cannon (10pts)
  • Outcast Rebel Creeper (98pts)
  • Plasma Amplifiers (10pts)

Tactical (453pts)

Rebel Black Guard (99pts)

  • Micro-X Launcher
  • 9x Outcast Rebel (72pts)
  • Plasma Lance (6pts)
  • Outcast Rebel Leader (21pts): Leader

Rebel Black Guard (99pts)

  • Micro-X Launcher
  • 9x Outcast Rebel (72pts)
  • Plasma Lance (6pts)
  • Outcast Rebel Leader (21pts): Leader

Rebel Command Squad (79pts)

  • Maglash (6pts)
  • 2x Outcast Rebel (22pts)
  • Ghar Outcast Rebel Commander (51pts): Leader

Rebel Commander In Battle Armour (102pts)

  • Ghar Commander (102pts): Leader 2

Rebel Mag Light Support Team (37pts)

  • 3x Outcast Crew (15pts)
  • Reflex Armour (6pts)

Rebel Quad Mag Repeater Team (37pts)

  • 3x Outcast Crew (15pts)
  • Reflex Armour (6pts)

The Ghar Outcats Rebel information is on the Nexus, here.