Polish-Lithuanian Commonwealth

Posted by on Dec 1, 2014 in Blog | 0 comments

Polish-Lithuanian Commonwealth

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The Polish-Lithuanian Commonwealth are a growing minor power in the world of Dystopian Wars. While they lack the political clout and resources of the major nations, the PLC is nonetheless, one of the world’s most powerful forces. In this blog we’re going to take a look at the new boxed sets for the Polish-Lithuanian Commonwealth, and some of the reasons why they are so feared across the battlefield!

As fearsome a reputation as the fiery PLC has, let’s pause for a moment to take a closer look at some of the things we already know…

Universal Rules for the PLC:
• ALL PLC Primary Weapons (P) have the Incendiary Munitions Type.
• All PLC Heavy Flamethrowers have the Terrifying MAR.

First of all we have a munitions type that is likely to be leaving Raging Fire tokens all over the enemy fleet, and a weapon type that can force Squadrons to take disorder tests. In all cases both these Universal Rules are bad news for any targeted vessels, but they are particularly dangerous for weaker medium and small ships, who can suffer particularly hard from Raging Fires and disorder if the save rolls in the End Phase happen to be unlucky!

The PLC have all the usual Command Abilities of course, but they also have their own special Commodore Doctrines:

Independent Initiative: This Ability may be activated during the Command Segment of any squadron with a member within 16” of the Commodore’s Model. This squadron may ignore the Restrictions for being Disordered when initiating Boarding Assaults.

Reserve Fuel Tanks: This Ability may be activated during the Command Segment of a Non- Disordered Squadron Activation, providing a member of the Squadron is within 8” of the Commodore’s Model. The Squadron may elect to Re-roll ALL the INITIAL Attack Dice from an attack using Flamethrowers. Only INITIAL Attack Dice are re-rolled, and the second result MUST be accepted.

The first of these doctrines is certainly handy, but can be situational. The second, while more restrictive in that it applies to Squadrons with a member within 8” of the Commodore’s vessel, also dovetails beautifully in with both their universal rule above, and the sheer quantity of flame throwers to be found throughout the PLC military.

Remembering how both this Commodore Doctrine and the above Universal rule work well together, it is easy to start working on blocks of Squadrons that are built to synergise with one another – for the Aerial: heavy flamethrower carrying Gryf’s keeping close enough to the Commodore’s Zamiec to benefit from a potential reroll, or in the Armoured game – a Squadron of SWZ3 Palniks keeping close by the Commodore for the same reason. Remembering also that any number of hits equal to or over the DR of the target is going to cause the enemy to roll a disorder test. The loss of AP from Flamethrowers and Disorder should wreak havoc with units of smalls, and leave Mediums and Large/Massive models vulnerable.

Polish-Lithuanian Commonwealth Air Cadre

The Air Cadres of the Polish-Lithuanian Commonwealth are an awesome sight to behold. Resplendent in red, white and gold these aerial forces are as deadly as they are impressive. Dominating the sky with the perfect mix of speed and strength, they stand ever ready to bring glory to the Commonwealth.


The Zamiec:
Dominating the skies in the name of the Commonwealth is the mighty Zamiec Sky Fortress. Armed with raised turrets and main turrets (all Incendiary), as well as a powerful heavy flamethrower. With a Shield Generator (2) and a solid DR/CR split of 6/10 it is reasonably tough. The Zamiec’s move of 8”, with advanced engines that can push that up to 10” make for a fast and dangerous beast. The Zamiec can also provide some very solid support in the Armoured game, by being able to combat deploy either Mechanized Line Infantry or LZ5 Rycerz! And that’s to say nothing of course of the fact that the Zamiec is also a Carrier (6).

The Gryf:
A Flame Airship, coming in squadrons of 2-3, and armed with Heavy Flamethrowers (terrifying, thanks to the PLC Universal rule), this airship can be devastating to any Squadron’s supply of AP, weakening the enemy severely prior to boarding (and they have a very reasonable 6 Aggressive AP each). The Gryf is also quick, with a move of 10”, and the potential with the Advanced Engines MAR of pushing that up to 12”. These guys can steam in fast, roast the enemies AP, and board.

The Grom:
Where the Gryf is an up in your grill style of combatant, the Grom makes for a devastating ranged opponent. With a move of 8”, that can be pushed up to 10”, it is no slouch, but combine that with the internal Shield Generators (2), and it is resilient as well. Of course the main use of the squadron comes from the weapons, with a raised turret and a fore gun that can link, as a squadron of 2, it can throw some serious AD (which, because it’s two weapon systems are Primary, is also Incendiary).

The Szabla:
Coming in at 30 points per model, and able to be taken in Squadrons of up to 5 these guys are fantastic as an Interceptor unit. They are fast (14” move), and have a reasonable AA of 2, which combines with their Sustained Fire (AA, 1) MAR, and the Hunter (Aerial +1) to make for the perfect Small Interceptors. Of course, they also have fore guns, which in a full Squadron can throw some dangerous AD.

All up the Air Cadre contains:
1 x Zamiec Sky Fortress, 3 x Gryf Flame Airships, 2 x Grom Gunnery airships, 5 x Szabla class Interceptors, 16 x Russian Support Aircraft Wings, 3 x SAS Trays, micro-dice, as well as templates and token sheets and TAC cards.

Final Thoughts:
The Polish-Lithuanian Air Cadre is chock full of some excellent models, not only can they hold their own, but they have clearly defined roles they excel at. With a nice mix of medium range weaponry and close up pain they are a force to be reckoned with!

Alright, the stuff we knew already explored, let’s take a closer look at the new boxes themselves.

Polish-Lithuanian Commonwealth Naval Battle Group

Land-locked and embroiled in an ongoing armoured campaign along the Eastern Front the Polish-Lithuanian Commonwealth might not seem capable of fielding a force capable of meeting the other powers on the high seas. Utilising and then developing skimming technology from their Russian allies however, has opened up this theatre, and allowed the PLC to bring their peculiar blend of heavy ordnance and fire to the oceans and seas. A wholly skimming force, the PLC navy has seen action in the Arctic, the Baltic and the Black seas, and have even been used to devastating effect along the Eastern front.


The Triglav:
The Triglav is the Polish-Lithuanian Assault Carrier, and like everything we’re about to look at from the Naval box, it is a Naval Skimming Model. At 140 Points, this Massive model has a Carrier capacity of 6, and at first blush looks much like any other Assault Carrier, it has a reasonably high AP of 8, but its weapon systems, a Bombard and Broadsides, operate in arcs that don’t overlap. It is definitely a model that should be used in a support role, but due to its relatively low cost, and the fact it’s a skimming model, it has a certain level of flexibility that other Assault Carriers just can’t match. Don’t forget the PLC Fighters and Recon SAW have the Acrobatic Pilot MAR – making them particularly tough to kill off!

The Dazbog:
Ever wondered what a large skimming Pocket Battleship might look like? Answer: The Dazbog. Fast (with a movement of 8”), and tough (DR/CR of 6/9), as well as housing an internal Shield Generator (2), the Dazbog can take a beating. But it can also throw out a frightening amount of damage as well. The fast speed and shields are all designed with one intent in mind – get in close. With the Close Quarters Gunnery MAR this beast can steam in, and swing sideways to allow all three turrets the opportunity to concentrate fire on a target close up. Each of those three main turrets will be hurling 11AD and Incendiary munitions at the target/s. If combining on a target in RB1 that could be 22AD hitting on 4, 5, and 6s. Not bad for 150 points, although you also have the option of increasing the quality of the crew to Elite for a further 15.

The Podaga:
The Podaga is a Medium Skimming Naval Cruiser that can be taken in squadrons of 2-3 and which are worth 65 points each. It’s as tough as a typical cruiser, with a 4/6 DR/CR split. What puts the Podaga apart is the fact that like the Dazbog, it has Close Quarters Gunnery, and also like the Dazbog, sports a handy Internal Shield Generator (2). While each Podaga is equipped with a single turret, the speed of 9” and the Close Quarters Gunnery (plus the Incendiary Munitions on the Main Turrets) make for a deadly foe up close!

The Marowit:
The Marowit is a Medium Skimming Gunship that are taken in squadrons of 2, and cost 95 points each. With a speed of 9” these Gunships are no slouches, and equipped as they are with Internal Shield Generators (2), this is another ship that likes to get up close. Each Marowit has two 270 degree fore fire arc main turrets (Incendiary), and like nearly everything else we’ve seen before also has the benefit of the Close Quarters Gunnery MAR. With all four turrets from both ships pointed at the same target the Marowit can lay down some impressive fire for a small squadron. With their speed, they may even be useful in an Advance or even a Flanking force.

The Bagiennik:
Named after the fabled Slavic water demons, these small skimmers are fast, tough, and can throw out impressive firepower for a small ship, and at a decent range. With a speed of 13” and a squadron size of 2-4, the Bagiennik can make for a little squadron that is easy to underestimate. With a DR/CR split of 4/5, they are a little tougher than the average small to damage initially. At 30 points they are also more expensive, but then, they are also armed with turrets that can fire out to RB 3 (albeit most effectively in RB1 and 2).

All up the Naval box contains:
1 x Triglav Assault Carrier, 1 x Dazbog Battleship, 2 x Marowit Gunships, 3 x Podaga Cruisers, 4 x Bagiennik Heavy Frigates, 16 x Russian Coalition Support Aircraft Wings, 3 x SAS Trays, micro-dice, skimmer flight stands, as well as template and token sheets and TAC Cards.

Final Thoughts:
This a Naval force that likes to get up close, nearly everything in the box has both Shield Generators and the Close Quarters Gunnery MAR, making them particularly dangerous in RB1. The Naval box breaks with the expectation set up by the previously released Aerial box, in that there are no flame weapons to be found at all. But this is something we’ll see a return to in the Armoured Battle Group Box. Being skimmers, they have a flexibility that few other Naval forces can boast. With Incendiary munitions nearly across the board, this is also a fleet that is likely to be slowly whittling away at the AP of the enemy as they approach.

Polish-Lithuanian Commonwealth Armoured Battle Group

The Armoured divisions of the Polish-Lithuanian Commonwealth are rugged and battle hardy. Years of service alongside their Russian allies against the Prussian Empire has honed them, and the technology they bring to bear against their enemies is tough, action-hardened and fiery.


The Perun:
The gargantuan centrepiece of the Polish-Lithuanian Armoured Forces is undoubtedly the Massive Perun Mobile Airfield. While slow, which is to be expected (move of 6”), at 165 points it is also chock full of interesting surprises. The Perun has a carrier capacity of 6, but comes with a range of other options. With Ablative armour (+1), and a DR/CR of 5/8 (not to mention 9 HP), it is tough, what makes it tougher is the Internal Shield Generator (2) and Flame Retardant Armour (3). In addition to supporting SAS, the Perun is also able to combat deploy 2 bases of Assault Infantry, which can be supplemented by the purchase of Combat Co-ordinator.

The Perun also has the Redoubtable MAR, meaning all its weapons, including AA and CC (which is impressive at 7 and 4 respectively) benefit from the MAR. Lastly it has the Sustained Fire (3) MAR for its Bombard Battery (incendiary) – which can throw down some nasty dice at RB 2 and 3. Up closer the Perun has the use of its Fore Guns, but undoubtedly the best place for the Perun is back a little, where the bombard can be used to full effect and it can still support its SAS and Infantry against all comers.

The Rarog:
A large and deadly Land Ship absolutely bristling with weapons, the Rarog (140 points), boasts a main turret (P) (Incendiary), Fore Guns, Rear Guns, Broadsides, and a Heavy Flamethrower Turret that is devastating up close. With a move of 7” the Rarog is no slouch either. A DR/CR spread of 5/8 is supported by Ablative Armour (+2), which makes the Rarog a little hardier than most in its class. The Rarog needs to be positioned well to make best use of its range of deadly weapon systems, and like much of the PLC Naval stuff, the Rarog likes to mix things up close to the enemy, undoubtedly most effective in RB 1.

The WZ6 Szpada:
Probably named by the engineers that created it, what the WZ6 Szpada lacks in the inspiring name department, it makes up for in other ways! A staple of the PLC war effort (at 40 points each), the WZ6 Szpada is a mainline medium battle tank, with a typical DR/CR spread of 4/6, and a main turret that is useful out to RB3 (when a full squadron of 3 is firing on a target) it also manages to pack in a few surprises. Suffering from the Fuel Reserves MAR is a dangerous thing for a medium tank that likes to move in squadrons, but this potential downside is made up for in two key areas: speed (the WZ6 Szpada has a move of 9”), and flames – the WZ6 is not only equipped with the main turret, but also a Flamethrower as well – meaning that if it manages to get close, it can do a lot to clean AP from other Squadrons…

The SWZ3 Palnik:
The SWZ3 Palnik is a medium flame tank, available in Squadrons of 3, and worth 45 points each. The SWZ3 is an interesting model, on one hand it is saddled with Fuel Reserves and the Vulnerable MAR (it is a big barrel sitting on a tank of accelerant after all), and on the other it has an extremely dangerous Heavy flamethrower, and is quite fast for its size – 9”. Remember that the Heavy Flamethrower here is going to benefit from the PLC Universal Rule and be Terrifying!

ZB2 Burza:
The ZB2 Burza is an out and out Medium bombard with some interesting considerations in play. Firstly, the Bombards are Primary weapons (which means they’re Incendiary), but they also have a 90 degree fore arc of fire (useful), and are better the closer you get. These guys can mix it both ways – they can be played without Spotters, in which case they’re best driven up the board to RB 3 or 2, where their Bombards can be most effective. Or they can make use of spotters, by parking them behind your massive/large or other medium squadrons as they move up the board, and shield them from enemy fire by removing line of sight. Either way the key with the ZB2 Burza is distance!

The Poltava:
Familiar to Russian commanders and foes alike, the Poltava is a staple of both the Polish-Lithuanian Commonwealth and the Russian Coalition. The Poltava are light tanks, taken in Squadrons of 2-4 and worth 40 points each. They’re fast (with 10” of movement), which combines nicely with their Hit and Run MAR. Armed with a Main Turret (360 degree arc of fire and Incendiary), these guys are great for charging out from behind some terrain or a bigger squadron, firing, then ducking back into cover. They have the DR/CR spread of a larger tank (4/6), and benefit from the Small Target MAR. In short – they are pests!

The LZ5 Rycerz:
These small tanks, with their 12” and 360 degree movement, with Elusive Target and Small Target and most of all their Squadron size of 2-5 means that they are a force to be reckoned with! Like most small tanks they have a limited AA (1), but also have the Sustained Fire MAR (1) with their Ack Ack – making them (in a Squadron of 5) surprisingly adept at defending themselves or even attacking into the airspace around them. While their Fixed Fore guns have an AD spread of 4/2 in RB1/RB2, with a full squadron at close range that’s a respectable 12AD in RB1 – especially when used in concert with their Hit and Run MAR!

In addition to the tanks described above the Armoured Box also contains 2 Line Infantry Companies, 2 Assault Infantry Companies and 1 Reconnaissance Infantry Company. Infantry are surprisingly useful at boarding mediums or damaged larges/massive models, especially so if they have been softened up with Raging Fire markers! Infantry also make surprisingly good Combat Patrols – helping larger models deal with incoming fire from above!

All up the box contains:
1 x Perun Mobile Airfield, 1 x Rarog Land Ship, 2 x SWZ3 Palnik Flame Tanks, 3 x WZ6 Spzada Medium Tanks, 3 x ZB2 Burza, 5 x LZ4 Rygerz Small Tanks, 4 x Poltava Light Tanks, 2 x Line Infantry Companies, 2 x Assault Infantry Companies, 1 x Reconnaissance Infantry Company, 16 x Russian Coalition Support Aircraft Wings, 3 x SAS Trays, micro-dice, as well as template and token sheets and TAC cards.

Final Thoughts:
An interesting mix of armoured vehicles, there is the Perun, that wants to get close, but not too close. The Rarog and most of the mediums, who want to get right up at the enemy, and the smalls, who are pop out, shoot and hide specialists. With Incendiary munitions and a fair few flamethrowers the PLC should be able to really frighten the enemy with AP loss, and don’t overlook the two Squadrons of smalls for the damage potential they can have!