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Post-Human Republic (PHR) – Muster Your Forces!

3 Minute Read
Oct 14 2014
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 Crush your enemies in the name of The White Sphere!  How to start building a PHR army!

Note: Army lists were made with Fighting Forces of the Reconquest.

Recently, Hawk has released starter army boxes in plastic (except for Resistance since they are new), we wanted to publish some army lists to help you get started…

“Starter Box”
Clash: 1000/1000 points
Standard Army
    PHR Standard Roster [1000/1000 pts]
        Hand of the Sphere [221 pts]
            Command Squad: Zeus(War Advisor), Odin, Neptune [221 pts]
        Battle Pantheon [279 pts]
            Battle Squad: 3x Ares, Phobos, 2x Neptune [279 pts]
        Immortals [227 pts]
            Immortals: 2x Immortals, Triton A1(+Miniguns) [107 pts]
            Helios Squad: 2x Helios [120 pts]
        Immortals [214 pts]
            Immortals: 2x Immortals, Triton A1(+Miniguns) [107 pts]
            Immortals: 2x Immortals, Triton A1(+Miniguns) [107 pts]
        Heavy Pantheon [59 pts]
            Heavy Squad: Hyperion [59 pts]

Hand of the Sphere: Given their combat abilities (3x E11), we need the Zeus and Odin to get
“stuck in” at the frontlines with a Neptune. By doing this, we do not need to take any Scout units
to expand the Commander’s Sphere of Influence.

Battle Pantehon: No battlegroup can exceed 1/3 of the total army points otherwise a Poseidon with 6 Ares was considered. The core of the army is the Phobos (3x E7 AA), protected by 3 Ares (3x E11).

Immortals: We have determined that one infantry unit per 500 pts + 1 additional unit is a good rule of thumb. Sirens were just too expensive and fragile (to flame weapons) to include. The pair of Helios are great units since they can provide AA volume (12x E6 to protect against Ferrum Drones and they can damage Shaltari/Scourge Skimmers… neglecting skimmer defense bonuses and always damaging on a “6” with the shaped-charge weapon. The Helios will provide AA (effectively 18” with move and shoot) in the PHR backfield while catching up to the slower walkers who were dropped by Neptunes.

Heavy Pantheon: The Hyperion adds long (infinite) range (1x E11).
This list was designed to be used with as much as possible with the PHR Starter Army.

Summary:
Firepower: 7x E11
AA: 3x E7; 12x E6

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“1K Competition”
Clash: 995/1000 points
Standard Army
    PHR Standard Roster [995/1000 pts]
        Hand of the Sphere [221 pts]
            Command Squad: Zeus(War Advisor), Odin, Neptune [221 pts]
        Battle Pantheon [63 pts]
            Battle Squad: Phobos [63 pts]
        Immortals [269 pts]
            Immortals: 2x Immortals, Triton A1 [104 pts]
            Helios Squad: 2x Helios, Neptune [165 pts]
        Immortals [208 pts]
            Immortals: 2x Immortals, Triton A1 [104 pts]
            Immortals: 2x Immortals, Triton A1 [104 pts]
        Heavy Pantheon [234 pts]
            Heavy Squad: Hyperion [59 pts]
            Heavy Squad: 2x Odin, Neptune [175 pts]

Hand of the Sphere: Same as above

Battle Pantehon: In this list, we felt that the Phobos can provide AA coverage on Turn 1 (25.5” effective range and 27” in later turns).

Immortals: Same as above. However, we felt that the Helios effective range was too short and we wanted them closer to the frontline to protect against Turn 2 Ferrum Drones engagements.

Heavy Pantheon: Basically, we trade 3 Ares for 2 Odins.

Summary:
Firepower: 8x E11 (However, with Type 2 Heavy Walkers you get added durability and a Passive Saves of 5+).
AA: 3x E7; 12x E6

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MVP – Helios: As I said before, DzC is a game of rock-paper-scissors-lizard-spock (RPSLS) and units that can serve a variety of roles are very useful.  The Helios brings volume of AA shots and with “shaped-charge” weapons, they can still threaten ground units.  Furthermore, if you need to, aim them at buildings (hitting on a 2+, damaging on a 5+).

How do you build your PHR?  For more detailed analysis of Dropzone Commander, please check out www.flightintheshade.blogspot.com.  Thanks for reading and Fly Safe!

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Author: Q Nguyen
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