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  1. This title is meant to stir conversation. I'm going to answer that question cause I think escorts are really cool. Since escorts generally have the maneuverability of a frigate, here's what you can do with your 20pt. 1. Add AP to your boarding (some escorts have AP) 2. Drop Mines and/or Minefields (hello Aquans) 3. Move an Escort forwards to proactively make a PD attack at an SRS token on your turn, without risk of losing your unit to PD fire itself 4. Use the base(s) of your escort to physically block your opponent from doing things, like touching your Tier 1's base with an SRS token (this is really frustrating for your opponent) 5. "Tank" hits from Debris Fields if you roll a 1 or 2 6. Trigger enemy minefields (granted, this is likely suicide) that either saves your other ships or endangers your opponent (e.g. trigger his minefield) 7. Not to mention use their PD to protect their Tier 1 from Torpedoes I think Escorts are best deployed in pairs where they can use the Combined Fire rule to protect not only their Tier 1 but each other against early game Torps attacks. I think Interceptors are great (for other reasons) but, how many things on that list can a pair (2 wings) of Interceptors do?
    6 points
  2. And with that, an update as well. (Because of the stupid image limit, I had to double post, grumble grumble grumble...) Done the 3 Eris', which puts the mobile armoured section of the half-core done. This is what I currently have. It's been slow going, but it is at a consistent pace. Next are the Nyx infantry and their drop pods. After that is the Heavy helix. Let me know what you guys think!
    4 points
  3. Erebi

    Erebi's Planetfall

    Hi all I'm back and here is my Hyperion http://erebiminiatures.blogspot.cz/2015/04/planetfall-dindrenzi-federation.html and next? ...
    3 points
  4. This is my directorate force. Went with the cam job against my better judgment as it is the scheme I used on my fleet. It was a headache then and the contours on the tanks have not made it any easier., Progress so far.
    2 points
  5. Oh, then you want the STL Penitentiary Escorts. They have Tractor Beams.
    2 points
  6. realy nice! love to see your paintjobs erebi
    2 points
  7. Hi all here is my Hyperion http://erebiminiatures.blogspot.cz/2015/04/planetfall-dindrenzi-federation.html
    2 points
  8. TIFI received my box of goodies... RSN patrol box RSN carrier group Directorate carrier group Dindrenzi cruiser group Hawker patrol box YIPPEE!!!! I also painted the shield enter emitter with OSL: Still more work to do though.
    2 points
  9. Since we have had a number of updates and experiences since the original Tactica, at at the request at some in the community, I decided to start a new Tactica on the Aquans. Just to let everybody know, I have mostly been playing the Didrenzi, and have no experience against the Terrans, with limited experience against the Spiders. Introduction First of all, it should be made clear that the Aquans are The long range fighters of Planetfall. We hear how the Sorrylians are the masters of Artillery and long range fighting, the Didrenzi have good long range firepower and the Rethoza are just plain scary, but Everybody else actually has a reason to close the distance into Effective Range. We. Do. Not. If we close to EF we loose the hard target of Hover and we get dangerously close to CQB range, where we loose our shields. Our DR is appalling and our shields and Hover is our best defense. People might be tempted to close to EF for those extra few dice we get but it just isn't worth it, three or four extra dice is nothing compared to the advantages our enemies gain at this range. There will come a moment in the game where advancing will be the right thing to do, when the enemy has been brought to its knees and we want every dice available to crush what remains for those all important TV points, and knowing when this moment is is critical. The Aquan Force flows across the battlefield, using speed and maneuverability to avoid the brunt of the enemy force, picking apart their squadrons until they no longer pose a credible threat. Weaken an enemy squadron then move on to the next, better to face two medium squadrons of one than one squadron of three. Objectives are rarely a priority other than to destroy those who can claim them. Do not be surprised if the Zero hour counter is in your opponents favor for most of the game, until you bring down the hammer on what remains of his squadrons and rack up those points all at once. Unit Notes; CORE HELIX I would neve take an absolute minimum Core Helix. Always take the Heavy Skimmer in Pairs, and always take two squadrons of Light Recon Tanks - light tanks and infantry can win games, and Light Recon Tanks are currently our best counter to these. Sedna Heavy Skimmer (HS) An Excellent heavy tank, not such a good APC. I've seen commanders send these forward toward the objectives and they have lost terribly. The HS is a long range fighter that is best deployed in pairs. The HS cannot be in CQB, it just doesn't have the DR to survive. As I've mentioned before, Shields and Hover are your defenses here and these work best from far far away. At long range, a pair of HS have 20 dice and Pinpoint 2, quite capable of taking down a pair of mediums or a single heavy in a single salvo. This is the hardest punch we can throw, and something we cannot afford to loose. In pairs the HS dominates, alone, the HS is rather mediocre. Because of this I would strongly recommend attaching a Medium Support Tank (MSS) to this unit, as the extra hit points will keep the unit fighting for that extra bit longer and keep that all important punch hitting. Lamana Medium Skimmer (MS) My least favorite Aquan unit. It has the speed, it has the maneuverability, and the Hover and 2 Shields can keep it fighting longer than you might expect, but we still have the lowest DR of any Medium tank in the game, and more important here, we lack the firepower to really pound the enemy. With 4 AD at long range and a somewhat unreliable Pinpont 1, I always field these guys in threes because they really need to gang up to be effective. A pair of MS is little more than a irritation, a single MS is just TV waiting to happen. Again, Long rang combat is where we want to be here, and I would even suggest using these guys as a LOS block to our more valuable HS or even the Light Skimmers (LRS). This is a low priority unit for me, if you are taking the Heavy Helix, take the Tank Destroyers over the MS. Again, the addition of a MSS would provide some spare hitpoints, but I really do believe that there are more important units out there which need the added protection. Sirsir Medium Support Skimmer (MSS) Our Support tank serves 3 purposes; 1: Provide Skydrop markers and designate these for our rather important Skydrop units. The more markers we have the more options we get. 2: Provide CBQ to units otherwise ill equipped for CQB combat. In a Pinch this can be a huge help, but should not be a key part of the battle plan. Like most Aquans, the MSS is protected by its impressive shields and Hover, but has terrible DR. 3: Extra hitpoints. DR 5+5 might not sound like much, but with 3 shields and Hover the MSS can be surprisingly survivable, and its loss does not effect the number of AD the squadron as a whole puts out. For an army as vunerable to losses as the Aquans, this can be very useful, and once the MSS has designated the Skydrop Markers you need, this is really the most important role the MSS can fill. The MSS is not a cheap unit, but I would definatly take a minimum of 2 in a reasonably sized game. Imzani Light Recon Skimmer (LRS) These guys just got an upgrade in the new ORBAT and might just be my new best friend. Fast, with a hard punch for their size these guys are however vulnerable. These guys are also our best anti-infantry unit. A good tactic is to keep these guys hidden away from sight, darting from cover to cover until the late game, either cleansing objectives of infantry or getting flank shots on other units. Light on Light combat tends to be very bloody, as both have the ability to rapidly move into flanking positions. As such, I tend to now position my LRS squardons outside the effective threat range of hostile light squadrons, which is the movement + weapon range, usually around 21 inches. Be aware that as LRS are not Armored, they can be flanked. Stingray Battery I do like these guys. Dropping into the flanks or rear of the enemy for those all important side shots. This puts the enemy is a difficult situation, do they ignore the Batteries and endure the 12AD with Corrosion, or do they turn around to deal with the Stingrays and expose themselves to your main force? As an anti-air unit, the Stingrays are.... Ok. 12AD might one-shot a Works Rapor interceptor, or it might not. I think one big problem is that even with the 30 inch range, they can be avoided on a large battlefield, making flanking deployments a difficult decision. Important notes, the missiles are EF throughout the 30 inch range, so ignore the Hover hard target range. Node Crystals The signature of the Aquans. Useful, but not something I can rely upon. Best used with the MS, the loss of pinpoint makes the Crustal Node somewhat wasteful for the HS and the TD. On large maps these can be used as range extenders, adding 24 inches to the range of your lasers. I tend to buy these up last, to fill up points, and tend to take two. remember that every time you bring one down, you are potentially handing 1TV to your opponent, so do not use unless necessary. Infantry The Aquan infantry isn't something be get excited about, and until we get a dedicated transport which can be considered disposable, we'll never be charging head long into the fray. So what do we use our infantry for? I have two uses for these guys; 1: Hold on to the tertiary objective (the objective in your deployment zone). This can be done easily with Aquans because we do not need to start a game with our infantry embarked in an APC. Without this restriction, we can actually take a full squad of fully upgraded infantry. Two Breacher teams and three gun teams put on overwatch is capable of holding off a single storming squad of Nyx, forcing you opponent to devote further resources toward this objective. Even so, it would still be a good idea to keep a LRS squadron close by. 2: Provide extra firepower for the HS. 3 - 5 bases, with three gun teams, deployed within the HS. bring them out to provide that extra bit of short ranged firepower when you need it. Since you cannot jump out of a vehicle and jump into a building in the same turn, beware anti - infantry units and remember the threat range of the enemy Lights. HEAVY SUPPORT Helix I like the heavy helix, probably because it plays to my preference for blowing things up over taking objectives. This may change as more Helix's are released, but if I can fit it in I would take the full helix (the HSS & TD). Heavy Support Skimmer (HSS) An unusual Heavy Support option; while most heavy support tanks provide long range firepower, ours is actually out ranged by our own HS. We already have long ranged firepower, this gives us something else. The HSS is our best anti-air option, with a threat radius of 38 inches and 16 AD, Interceptor and Corrosion. More than this, the HSS can potentially one shot most single non-Leviathan models, and anything that isn't destroyed will be much more vulnerable to follow up. Like the Stingray the HSS has a purely EF weapon, so no difficult target for Hover tanks. Also of note is the Nexus Designator, useful for both target lock, and skydrop markers. I believe the greatest weakness of the HSS is its tendency to carry a giant bulleye on the front. With this in mind I would recommend attaching a MSS to soak up the attention which will inevitably come his way. Because of the Corrosion, and the small size of the heavy helix, activate the HSS first and follow up with the TD. A great combo against the looming threat of the Leviathan, as well as Heavy Tank Squadrons. Tank Hunter (TD) The mediums we deserve. I can honestly see no reason to take the MS over the TD. With the recent addition of Hit and Run to the TD, the only advantage of the MS is an extra CQB die per model (you can guess my attitude towards that) and that you can take MS without taking the HSS first (and why wouldn't you take the HSS???). A squadron of three has a good number of AD and a Pinpoint 2 MAR means that these guys have a good chance of killing a medium a turn. They have the speed and manoverbility to play hide and seek, but if the enemy is far enough away and doesn't have too many squadrons with LOS, getting the placed shot with these guys is a definite option. I tend to place on the far flank, eliminating what ever is across from them before swinging round and flanking the advancing enemy army. You also have the option of attaching an MSS with these guys, but given the stationary and long range nature of TD combat techniques, I would suggest the HSS is a better option for the one MSS a Heavy Helix can take. TURKEY RECON HELIX This helix has fallen out of my personal favor since the release of the Heavy Support Helix. I think this is because although this helix provides the Aquans with the means to take and hold objectives, you get little in the way of actual killing power for your points. The entire helix is a late game helix, with a priority on surviving long enough to make that late game claim on TV. Used early on, they are wasteful sacrifice of TV to your opponent. Turkey Gunship Keep this guy alive for as long as possible, even if that means keeping him away from the action. The entire Turkey Recon Helix is for the late game and cannot make enough of an impact early on, or survive the the massive salvos that can and will come its way early game. By keeping the Gunship on the outskirts of the battle without engaging the enemy, the cloak system and hard target will keep this guy around long enough for him to do what he was meant to do.... kill infantry and bring down the Drones to secure the objectives. The Gunship has the longest ranged anti infantry weapon in our current arsenal, and has the speed to bring that firepower down almost anywhere on the map without fear of retaliation. 12 AD is respectable, but not amazing. Turkey Nambis Drones and Portal The only unit I would use to take and hold objectives. Again, this is a late game option, once the enemy army has been weakened and cannot easily crush the Nabis as soon as they emerge. I know people think the Nabis are amazing, but the truth is they are almost obsolete by the infantry of other races. They are essentially Drop Infantry, not the best Drop Infantry, but they give us the option. IF you keep them within 8 inches of the Portal, they have a decent number of AD in CQB. If not, don't expect them to kill much. Get a portal next to an objective, and get the Nabis into that objective. DR 4, hard target -1 with a shield + cover will keep them alive against most non-specialized attacks, but light tanks and elite infantry units are a serious threat and should be dealt with before the attack is launched, as well as most air units currently in the game. Note that the Portal is Cloaked, which is very useful for staying alive in a very hostile environment. I'll finish this later.
    1 point
  10. Okay, so this will be my first batte report. Tried to translate it as best as I could and hope you like it. We didn't take pictures of dice rolls (we're both too excited to stop shooting at each other and do things like taking pictures or stop to think what the heck we're doing atm) and so I can only give you some status pics at the beginning of each turn. Let me know how I can improve the report next time and don't hold back with tactical advice for my friend and me - who are quite inexpierienced btw Size: 980 Points (Don’t ask ) Zenian League Race: Dindrenzi Federation (DF) Kurak Alliance Race: Sorylian Collective (SC) Campaign: The Chadda Offensive Scenario: Capture the Station (Our „Station“ was a planetary one, placed on a moon. So it’s only an optical change.) Background: (We're starting our own campaign, but wanted to contribute to the big picture, so, this is just our fluff...) Over the course of several months the Dindrenzi Federation was able to advance merely unhindered into Sorylian space. Within that time, the Sorylian Collective simply relied on the defencife forces at hand and did not start any counter offensive at large - until now. Tacticians of the DF are regarding the first clash of fleets as the beginning of a major retaliation campaign. The first battle took place within the Brisch-Sector, among the System Milex - at least that’s what the DF call the solar system. The point of interest was the inhabitable moon Milex IIIaH - an ancient Sorylian outpost, now under control of the invading Dindrenzi fleet. For the Sorylians, who call the moon „Schoß der Vorväter“ (Womb of the Ancients), their hand was forced when the moons colony fell to the DF and they began fortifying their position for further operations within the sector. „Schoß der Vorväter“ holds a network of subterran data nodes with information of immense value - should they fall in the hands of the DF, any consequences for the Sorylian Fleet High Commands Tactics would be fatal and months of careful planning would be in vain. Thus the relatively inexpierienced young Star Admiral Thronmann Sternenseits was given a hastily assembled fleet to extract the data or destroy the data node network at any cost. The Dindrenzi Star Admiral, Geo Sheremdoc, was given almost no time to prepare his defenses and had no time to prepare when the Sorylian ships entered the solar system and set course on Milex IIIaH. Fleets: Dindrenzi Federation (Defender) T1 Battleship - Conqueror Class 200 P. +Torpedos Fore, Double Mines Polyhymnia T1 Battlecruiser - Cataphract Class 135 P. +Double Mines Terpsichore T2 Gunships x3 - Gladius Class 285 P. -Ablative Plating Glauke, Galateia, Eudore T2 Cruisers - Fury Class 180 P. Eunike, Thetis, Dione T3 Frigates x3 - Hammer Class 90 P. Laena, Lais, Lamia T3 Figates x3 - Hammer Class 90 P. Phryne, Elpida, Neaira Sorylian Collective (Attacker) T1 Battleship - Falx Class 235 P. +Weapon Shielding, +Second Assault, +2x2AP, +1 Shield Kathedrale von Karos (translates: Cathedral of Karos) T2 Heavy Cruisers x3 - Kopis Class 315 P. +Weapon Shielding, + Reinforced Axiom, Ewigkeit, Zielstrebigkeit (Eternity, Determination) T2 Cruisers x3 - Falcata & Skyhammer 225 P. +1 Shield, +1“ MV Paryaqaqa, Cavillace, Ain T3 Frigates x4 - Reaper Class 100 P. + Pack Hunters Arden, Netbura, Dranat, Tafalla T3 Frigates x4 - Scythe Class 100 P. + Pack Hunters Alldar, Vaia, Pulica, Aetron Turn 1 (Initiative: DF) SC-Frigates are maneuvering around an asteroid field, trying to flank and manage to damage one of the DF-Frigates over long distance. The Dindrenzi, superior at long range, retaliate the attack immediately, destroying the leading Frigate Arden. DF-Battlecruiser Terpsichore focusing his kinetic weapons onto the SC Battlehsip and manages to breach the thick hull of the SC-Flagship. However, the Dindrezi ship is not prepared for the full broadside from the „Kathedrale von Karos“ coming back at Terpsichore, dealing heavy damage, ripping open large sections of the hull and exposing the crew to the deadly vacuum of space. Further blows are dealt by concentrated broadsides from the Heavy Cruiser squadron, Terpsichore is taking another critical hit and ordonance crews are doing their best to keep the fires at bay. The Axiom, Ewigkeit and Zielstrebigkeit focus their forward weapon systems on the DF-Frigates, destroying the Neaira alsmost instantly. Meanwhile the Battleship Polyhimnia, along with the three Gunships are dealing long range blows to the SC Cruiser group, overloading the shield systems on the Ain. Without his shields and the reduced point defense network, the Cruiser is easy prey for the torpedos of the second Dindrenzi Frigate squadron, resulting in a destroyed Sorylian cruiser and cheers on board the Laena, Lais and Lamia. Dindrenzi Cruisers Eunike, Thetis and Dione bear their weapons onto the SC-Battleship, weakening the structure of the old ship even more. After taking several devastating hits from the Lathedrale of Karos, the new Dindrenzi planetary defense System on Milex IIIaH is operating at only a fraction of its power and is rendered almost useless. Turn 2 (Initiative: SC) After the crew on board of the DF-Battlecruiser Terpsichore failed to contain the fire, disaster spread, engulfing more and more sections of the proud warship in flames, costing countless brave men and women of the Dindrenzi fleet their lives. After the SC-Heavy Cruisers take out the Bridge of the DF-Battlecruiser Terpsichore in a targeted, well coordinated strike, the Dindrenzi ship falls adrift and is no longer of any concern to the Sorylian forces. Furthermore, the Heavy Cruisers manage to destroy both remaining DF-Frigates, Elpida and Phryne, with their crippeling broadside. DF-Cruisers Eunike, Thetis and Dione again combine their fire onto the SC-Battleship, this time without effect. However, their Gun Racks manage to penetrate the reactor shielding of the Heavy Cruiser Axiom, resulting in an catastrophic malfunction. The following explosions completely destroys the Heavy Cruiser and damages the accompanying Ewigkeit and Zielstrebigkeit heavily. Within seconds, the tides of the battle have turned again. [Yes, both of them! He crits one, making it explode and then crits the other two. Oh goth, why?! But wait, it gets even better...] The SC-Figates, menat to deal with the DF-Figates, see themselves suddenly robbed of their targets, turn to the center and manage to direct some long range fire onto the DF-Cruiser Eunike, landing a lucky hit on a mine that is being released from the rear end of the Cruiser. (Just fluff - it was a regular crit ofc ). The crew, still euphoric about the destruction and crippeling they managed to deal towards the Heavy Cruisers of their cold-blooded enemy, shares the same fate within seconds, as the massive explosion of the armed warheads punches through the blast doors, overloads the reactor and turns the ship to a blazing torch within seconds. Within the cramped space between the gas giant Milex III and it’s moon Milex IIIaH another of the DF-Cruisers is heavily hit. Also, the rapidly expanding debris manages to deal further damage towards the SC-Battlehip, but the most fatal blow is upon the Scythe-Class Frigates of the SC who also get caught in the explosion, resulting in the destruction two ships, the Pulica and Aetron, who never got their chance to contribute to the battle. (So, here it is. The second Reactor Overload within the same turn. Taking out one of the Dindrenzi ships and two frigates of the Sorylians. What have I done to deserve this? Things were looking so good and now this...) Enraged, the two remaining SC-Cruisers steer hard port, accepting the blow of one of the already laid mines, taking heavy damage but in return manage to blow the Cruiser Thetis to cinders and damage the Eudore even further. Turn 3 (Initiative: DF) The Kathedrale von Karos is further damaged by the Gunships which retaliates with a full broadside - to no effect. The Sorylian boarding attack destroys the remaining Directorate Cruiser Dione, just before the Sorylian Battleship is taken out by a devastating broadside attack launched from the Directorate Flagship Polyhymnia. Star Admiral Thronmann Sternenseits manages to escape the destruction of his flagship, but is unable to direct the battle any further. Heavily damaged, the remaining 2 Soryilan Cruisers engage the Gunships in close range and launch a boarding attack against Galatea. Fortunately for the Dindrenzi, all their ships survive the attacks and are able to take the fight to the next turn. Railguns from the Dindrenzi Frigates manage to extend existing damage aboard one of the Sorylian Heavy Cruisers. Unfortunately, the Frigates were maneuvering too close towards one of their own mine, which was then activated by one of the Sorylian Frigates. The Sorylian ship is destroyed, but so are the Frigates Lais and Laena. The thrid Frigate, Lamia, is destroyed seconds later as the remaining lizard Frigates put their broadsides to work. The fixed fore weapons upon the SC-Heavy Cruisers Zielstrebigkeit and Ewigkeit punch through the bow of the Dindrenzi Gunship Galateia, again puncturing the reactor shielding, rendering the ship into a cloud of fast expanding gas and debris - which takes out both remaining Sorylian Cruisers. (Yeah, at that point I thought ... well ... I won’t write that here.) The Heavy Cruisers manage to damage the Gunship Eudore with their torpedos and then send boarding crews to the primary objective, the outpost on Milex IIIaH, to either hold their positions or blow up the archives should the Dindrenzi try to recapture their batterd outpost. Turn 4 (Initiative DF) From behind, the armor of the SC-Frigate is no match for the barrages from the remaining DF-Gunships, so the small ship is thoroughly destroyed. The forward facing weapons shell towardst the Sorylian Heavy Cruisers - without effect. Polyhymnia suffers first damage upon broadsides from said SC-HCruisers before it oblibertaes a Sorylian Frigate with its supreme mass drivers and lays a mine upon the other Frigate group. Then the Dindrenzy try to recapture their planetary base, but the Sorylian Marines hold the objective. The remaining Frigates mingle with the Dindrenzi Gunships and activate an old minefiled, a leftover from the destroyed Dindrenzi Cruisers, which wipes out both of the Sorylian ships and manages to increase the damage on Gunship Glauke, also caught in the blast radius. Turn 5 (Initiative DF) The Heavy Cruiser Zielstrebigkeit is taken out by Polyhymnias weapons and mines, but not before the Sorylians are able to destroy the heavily damaged Gunship Glauke, leaving only Eudore. Boarding troops from the Gunship finally manage to overrun the Sorylian defenses on the outpost on Milex IIIaH, but the Sorylian Marines did what they came for, the old archives have been thoroughly destroyed, so that the valuable information will not fall into enemy’s hands. Turn 6 (Initiative DF) Only three battlready ships left in the whole system, the end of the battle is swift. Battleship Polyhymnia takes out the last Heavy Cruiser Ewigkeit with ease. Result The Sorylians did not manage to take the system back yet, lost several ships and were forced to destroy an ancient data node network on their old colony. However, the Dindrenzy fleet suffered heavy losses, were unable to gain advantages from the information on the moon, but held the solar system and its new military installations. The Battle Log shows 9 Points for the Dindrenzi Federation and 11 Points for the Sorylian Collective at the end of the game - a draw. (Maybe we did something wrong there, because we adjusted the battle-log for the ships destroyed / damaged in the explosions of the reactor overloads as if they were destroyed by enemy fire. I wasn’t sure but in retrospective, winning this game as the Sorylian with no ships left would not have felt right, so I think that was the right decision. The draw felt right at the end, according to the story.) Overall I was quite happy with the fleet, even if the Sorylian setup seems a bit odd. The Heavy Cruisers performed very well and I had very bad luck with the reactor explosions all three (!) times. That's what really cost me the game I think, but I wouldn't have managed to take out the mighty Dindrenzi Battlecruiser in the late game anyhow. Well, we had tons of fun playing this game.
    1 point
  11. From the sound of it, it's a pre-registration thing where you can sign up for a group of events all at once instead of individually. The events are already deconflicted from a time slot perspective (I assume). The example they used was the Privateer Press bundle. Not having gone to Adepticon before, that's the best I can offer. Just seemed like a good idea so players interested in Spartan could quickly find and register for the events that will keep them playing through the whole con.
    1 point
  12. I got myself all the navals and aerials. Couldn't help it. ^_^'
    1 point
  13. tank0625

    MIA's and Broken

    Here it is, despatch@spartangames.co.uk
    1 point
  14. Danimrathbr /

    BattleScribe

    Xireon comes through again with an update to add the wing profiles to the fleet files. Changes should be available from the repository shortly. Take a look and let us know how they look. Also, thank you Xireon !
    1 point
  15. On it's way... Fear !
    1 point
  16. Hive

    Today In Firestorm...

    Ordered some yellow glow-in-the-dark paint. It may be impractical, but my GF's Aquans are gonna have glowing (in the dark!) engines and weapons.
    1 point
  17. Hi, and welcome to the game. In answer to your question- practice and experience is the best thing for any faction. The Russians don't need allies- although of course they can be useful. With regards to speed, don't forget many of your units have the Sturginium Boost MAR, which may allow them to move faster, and there is a commodore ability which speeds up everything. James
    1 point
  18. FSA allies provide mimicable Kinetic Generators if speed is the issue. The Brits can protect your smalls. Ausies provide tesla generators which are multi use. Really you shouldn't be short on firepower as Russians though, Russians have the biggest guns in the game.
    1 point
  19. Mathhammer

    WAR LOG 3725

    April 5th Mathhammer / (don't know forum name) PointsValue : 800 points Scenario: 1 - Border Clash Factions & Allies: Dindrenzi vs Terrans Battle Log Scores 10/-10 Dindrenzi Major Triumph
    1 point
  20. Thanks bud! For the blues, I did the following no nonsense, fool-proof way of doing blue glow: Start with a Teclis Blue (or any light blue) base, you can make it as messy or neat as you can. Add a mix of white to the base blue (50-50), and apply it the raised areas. (peaked edges, in case of the first example below). (A wee bit hard to see ) Then finally apply straight white as an edge highlight or light drybrush. ..and that's it! Pretty painless right? Didn't really have to worry much of how clean I do the blue, as the majority of it is under the model.
    1 point
  21. Hello all, Hope you are all having a wonderful Easter holiday. I have enjoyed the three day weekend and used my off time on Friday and Saturday to make more progress on the Prussian fleet: A pair of Konigsberg battlecruisers adds to my selection of mediums I also finally redid my Reiver light cruisers, sized down to fit more appropriately with their new designation. A size comparison with a frigate and gunship. My first attempt at Reivers were comically large, as big as the Russian cruisers. My new ones may be smaller than the actual model but I like the look of them better with the rest of the fleet. Also as a bonus, a supply ship I threw together for a three player game I had last week. It served as a central objective for the game and made it more interesting than a simple free for all. Thanks all, more to come soon.
    1 point
  22. I think we're talking past each other. No one is saying the card is broken good or lacks drawbacks, just that it violates the spirit of the fleet building rules.
    1 point
  23. And then there is the old fashioned "Dirty Secrets" MAR..... Bwuhahhahhaha....
    1 point
  24. quiet01

    Frigate options?

    Too good.
    1 point
  25. And the rematch went like this: Players: Gray-Mako / Chrisbburn Points Value: 2500 Factions & Allies: Directorate / Terrans (Hawker) Starting Zero Hour: 25 Zero Hour Score: -5 / 15 Turn Count: 2
    1 point
  26. Players: Gray-Mako / Chrisbburn Points Value: 2500 Factions & Allies: Directorate / Terrans (Hawker) Starting Zero Hour: 25 Zero Hour Score: -2 / 13 Turn Count: 2
    1 point
  27. Thanks for soliciting input from the community btw. I know volunteering to run a tourney can be like volunteering to step in front of a firing squad, but you guys have done a great job. I plan to drag as many of the Colorado Firestorm players as I can to the 2016 Adepticon!
    1 point
  28. Danimrathbr /

    BattleScribe

    Xireon has been kind enough to add the new ship names to the RSN file. I've just released the changes and sometime in the next hour or two updating from the repository will allow everyone to get the changes.
    1 point
  29. Thanks folks! While I'm at it, might as well post progress: Finished the Circe and the Letos, and I found that my painting time per piece is getting shorter and shorter. Getting used to the flow when doing the edge highlights, so it is getting less tedious. Eyes still getting crossed at times, but I guess its my fault for painting late in the evening Total time for these guys were 4 hrs spread into 2 sessions. As it stand, here's whats done: Next are the Eris, and after that the Nyx infantry (Actually excited to start these) and the Drop pods. Got myself a Heavy helix a few days back, so I still have some stuff to paint for planetfall after the core. I have another core and a levi on the pipeline as well. Just need to wait for it to drop at my FLGS. ...and I still have a ton of stuff to paint for DW wahhhhhhhhh!
    1 point
  30. Unfortunately, they aren't going to club themselves....
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  31. hi All I've just managed to finish painting my Wraith decided to go for a silver grey colour to match the drone I have in my heavy helix, whilst the Haunter is a metallic green to match the rest of my Dict units and the rest of my Directorate units
    1 point
  32. Mega-nyx! (disregard his lack of head...my box didn't have one - replacement currently enroute)
    1 point
  33. A virtual Circeanty.
    1 point
  34. Just gimme my goddamned battle robots, and the RSN battle robots. I will buy all the battle robots. Also, give me a battle robot core helix TIA.
    1 point
  35. Quick update from yesterday. Please with the way the headlights came out. Think I need to work on the highlighting for the Red on the triangles and rear door (Maybe use orange as the highlight with a red wash over the top so it looks less pink. This is the first time I have worked with spartan bases and must say they are a joy. You can quite quickly and easily paint up a great looking base without anything extra added. (although some tuffs of grass will make them extra special) Going to paint the edges of the Base the same colour as the helic they are from using the chart in the RB so Black for Core, Red for Heavy, Green for Recon etc Maybe add a stripe for the 2nd Helix of the same type haven't thought that far yet. The Red rear door on the Sidar is going to match the squad markings on the Hirdmen its transporting, so this one is for Red Platoon and using the little Triangles on the Terran vehicles for their squadron markings. Hoping to finish these tonight and see if i can do the infantry without needing my airbrush which is conveinently stored at a mates house
    1 point
  36. I love running them in 4's with bombers. No Tier 3's can handle that, and a lot of Tier 2's will have problems. They can even be a serious threat to Tier 1's if the enemy ignores them long enough.
    1 point
  37. Nope - you halve your dice for impeded LOS before linking, and linking contributes a minimum of 1 AD per weapon contributing. So if you have 4 weapons linking together, that have at least 1AD to start, you have a minimum of 4 AD.
    1 point
  38. knightperson

    SRS Movement

    Also, they don't need to use the turning template. Being a swarm of maneuverable little guys, they can pivot in place as many times as they feel like.
    1 point
  39. The Cavalry has Arrived! A Guide to the Catapracht Battle Cruiser The Catapracht, the distilled power of the Dindrenzi railgun summed up in a ship that is all fast and deadly. Battle Cruisers follow a consistant pattern. Often the speed of a Cruiser, the power of Dreadnaught and the durability of a Heavy Cruiser. They are prime targets for any player because the are prime examples of glass cannons, ships that can give but cannont take and the Catapracht is such a ship in the extreme. Strengths The Catapracht is not a long range firebase like the Victory, Trident or many others can be. With four seperate attacks putting out AD4 in RB3, its got a reasonible attack in that area but is a waste of its potential, especially when such a squadron would cost as much as a Dreadnaught. The firepower of these models also more than DOUBLES when crossing the threshold from RB3 to 2, as such it should be an imperitive that you get them into a decent firing solution as soon as possible. It also hardly degrades when it hits RB1 making it one of the best close range shots in the game. This firepower combined well with its movement is utterly staggering. You can comfortably sit 30 odd inches away from your target with the knowledge you are going to sledge them with a high powered attack. Distance itself being a very useful defence, you will find that you can get The mines and its upgrades I will go into more detail over below. Also, as a word of advance, dont get tunnel vision on that Foreward gun. It may be because I have not had the physical cue of an actual model to assist me but during testing I found myself actually forgetting about its gunracks quite often. They link for 10AD and thats enough to crit Cruisers or plink or shoe off racing Frigates, two targets that are very likely to find themselves on that flank sooner or later. Weaknesses For the Cata, I consider their to be four main weaknesse. Cost, target limitation, Attrition and Defences. Compared to other Battle Cruisers, the Catapracht is one of the most expensive, understandable because no other Battle Cruiser can roll as much dice in a direct attack as quickly as the Cata. Dealing x2 13AD shots from 24" or a Dreadnaught busting 22AD is far from weak. Plus the added utility of High Energy Ordiance and Double Mines its got a solid base of abilities to complement all that firepower. Dont waste it, Battle Cruisers need to be high output to earn their keep, remember that whenever you play. It has limited arcs of fire, with broadsides little better than a Cruiser that cost half as much and its firepower focused on a narrow band, you must remember to plan your approach. Either string targets together or move in such a way to extend the time spent in RB2 as long as possible approaching from either the flanks or simply moving at a crawl. Also the Turn limit reduction upgrade is very good insurance for being outflanked and makes it very hard for you to not find at least something to shot at. Attrition, little can be done about. The Catapracht ages poorly, every point of damage drags down the firepower quite quickly and double degredation is a big issue. This goes hand in hand with its low defences, like most things Dindrenz, its hard to kill but easy to damage and a few light attacks are going to notch up some very noticable dips in your firepower. Plan against this by activating late, overwhelming a targeted flank or using terrain to protect against counter attacks. With CR10 however, the Catapracht is well protected against those pesky double criticals that can ruin your game quickly. Upgrade Philosophy The Hardpoint options have two clear favourites in the movement and turn limit reduction. It is a Dindrenzi staple that their ships have horrible turning limits however the Catapracht not only bucks this trend, but it turns it around with the opportunity to achieve the same mobility as the nimble Orca or even a Secutor Class Cruiser. Combined with its decent movement and the impertive that you use that giant gun it has on the front turn after turn, players are probaly going to be taking the Turn Limit Reduction more often than not. A bit trickier to use, but still with a sizable payoff if you can get it to work, the movement increase synergizes well with the low RB1 drop off and high MN value potential of the squadron. With access to double mines and a starting value of 5, the Catapracht can unleash one of the most powerful MN attacks in the game. Like the Nausicaa above, never underestimate a powerful mine on a fast moving, high endurance ship. With a MV of 10 the Catapracht will also be able to accomplish a wide a lazy turn with three 45 degree twists in a single activation if moving at near top speed. The Ablative Armor upgrade is another way to approach an improved mine situation but it will require players with more experience on this approach to comment than I as during my time I never really went down this route. Frankly, its a bit hard to divorce yourself from at least some movement enhancing features on this ship and so it doesnt exactly come recommended by myself. Feel free to try however. Moving onto the upgrade list we have both High Energy and Double Mines. For starters, High Energy is a bargain, for 10pts, you are buying this on four seperate attacks. Great for tagging Weapon Shielded models with disabled shields or simply salting the wounds on a larger ship, as always this weapon feature combo's very well with Kinetics allowing you to manipulate rolls of a 5 to an 8 on the critical chart into a crew destroying weapon. Essential against factions like Terrans, Sorylians and Ba'kash, simply handy against everyone else. The Double Mines upgrade again is good value. Double Mines allows a pair of Cataprachts to pretty much wall of their approach if they wish with what can equate to either a pair of 7 AD mines or a single almighty 12AD one. Combined with the hardpoints cost and the potential of the High Energy MAR, we are getting into the 300pt territory with these guys Used with attachments The Catapracht maintains much of its potency when wielded as part of a squadron with a pair of Hammer class Frigates. Compared to the Nausicaa, what you create is a nifty forward fire focused scalpel that has greater speed and power than a Battleship with reduced endurance. For this experiment, I would swap my preferred hardpoint choice from Turn Limit to movement and likely drop the High Energy MAR to save on points. This is okay as linked attacks with their Hammers/Thraex actually breaks the Coherency effect of High Energy and so will be largely wasted. The value of this setup is that you get a 190pts module (130 + 5 + 5 + 25 + 25), essentially a budget battleship that can do a number of things just as well if not better than the Battleship for equavalent points. With the MV upgrade you can race into RB2 from 34 inches away! Thats the space between deployment zones, meaning that you can deploy roughly four inches into the board and feel confident of hitting your rivals Battleship/Dread/Carrier with what combines to a staggering 19AD attack with a bonus of 6AD of Torpedoes. This is enough to score a critical consistantly against most enemy ships and be in a good position to crawl foward on the next turn to follow it up with a second. If activated bottom of turn 1 and the top of turn 2, back to back activations could see a valuable enemy ship like a Dreadnaught roll up with four points of damage before it hits RB2! The early activation of the Battle Cruiser is also a added boon as attacks sunk against it will not reduce the potency of your future activations in the same turn. If your opponent chooses to ignore it initially to chase down targets yet to active, look for opportunities to crush the threatening flank to give your BC + Attachments the chance for THREE back to back activations. Its unlikely but completely possible as seen during testing.
    1 point
  40. Indominable Superiority, A Guide to the Falchion Fleet Carrier Everyone gets a carrier and we get the Falchion, a pure brick of a model that has the endurance of a light battleship and is costed as one of the cheapest in the game. The Dindrenzi Carrier is a min-maxed tool that must be employed carefully to get the best effect. The Falchion can either feel underwhelming or extremely powerful, as wings can be in this game. With careful practise however, you will find they more than suitably complement the Dindrenzi playstyle by there slightly offbeat execution which relies more on clever target priority than focused Fore Fixed bombardments. Strengths As stated in pretty much the openning paragraph, the Falchion is tough. WIth 8HP and the highest CR of any of the Battleships, it can take some shock attacks and even a few concerted heavier blows in stride. The great thing about this defensive setup is that your opponent needs to either commit to multilpe rounds of nickle and dime attacks, or go all out for a series of heavy hits or criticals. In the openning rounds of the game, a balanced force that contains a number of RB1-3 focused ships are going to really take advantage of this. It brings a full set of wings to the table. Something true for all Carriers and while it doesnt bring them in exceptional numbers like the Aquan, Terran or Ryushi can, its still pretty damn impressive how much damage a full wing of Bombers can do. In this game, if you can run a Carrier alongside even a moderately damaged battleship or dreadnaught a six strong token of bombers will devastate them quickly. Carriers and their wings are defeated often one of two ways: Hard Counters to the offensive wings, or the destruction of the carrier. As stated above, the high endurance of the Carrier will force an opponent to lean more on dealing with the wings. This is where the Deck Crews Upgrade kicks in, further enhancing this models ability to attrition an opponent. Taking some time out to talk about wings, the way that you can configure this model will be different based on whether or not you take the Wing Hardpoint upgrade or not. A squadron that can bring a Wing squadron to maximum strength is alot more valuable than one that cannot. I will go through my favourite configurations when covering the upgarde options later. The Forward torpedoes on this ship are a nice little addon. 10AD isnt too shabby when paired with some Cruisers and its a nice little indirect threat to tag an enemy Tier 3 squadron with some early damage. Doubled up with linked firepower with the Cruisers, this squadron hits for a Battleship threatening 15AD in RB2. But the squadron also keeps a higher than average amount of dice to use from the 24-48" bracket to use if you play it slow. Remember, though that the main function of the Falchion is to deliver its wings to the fight and so sticking back and playing the long game isnt going to be a good way to spend the near 300pts you might be spending on a set of Cruisers and a Carrier. The final and most notable advantage of the Falchion is how potent its attachment squadrons are. From Bucklers to Gladius, a Falchion squadron can be scaled up or down into a real powerhouse. Since starting this topic, I have extended my experience with these models to include tests involving both Gladius Gunships and Secutor Cruisers in my games. The potential attained from this union is pretty outstanding, for starters. A Falchion squadron with a pair of Gladius are able to output terrifying firepower on a broadsides rather than a fore fixed attack. This is fairly unique among the Dindrenzi and it gives you a powerful squadron than can find targets easily. When backed up with a flight of Bombers, this formation can manage to throw out more dice than any other squadron in the Dindrenzi arsenal! Weaknesses For all that is good about the Falchion though, it carries with it some unfortunate drawbacks that makes it unfortunate among Carriers. For starters: The Falchion lacks any special protection outside of its high HP and CR. WIthout Cloak, access to shields of any sort, defensive MARs or even high DR its a damage sponge for middling attacks that should be able to find purchase on this model throughout the game. This means that while a Falchion cant be finished off quickly, it can take some hits very quickly. Terribly low AD values combined with inflexible weapons means that it loses its relevence to direct battles very quickly. Its two broadsides weapon systems will degrade twice as fast and its highest AD value is a pretty measily 6AD in RB2. Three points of damage in and the Falchion hits like a wet fish, this is one of the reasons why attachments are such a good idea for this guy. Its also worth mentioning that unlike a pure Cruiser, Heavy Cruiser, Battle Cruiser or Battleship squadron, the Falchion has a hard time using its mines offensively. Also, the Falchion unlike every other Carrier in the game so far, has a option to pick only a single hardpoint. These options I will cover later but the total impact this discission has on the model doesnt really shake it up too much and you will find that game after game the Falchion will be serving you as a mid range Brawling Carrier that leans on its wings for its contributions. Upgrade Philosophy The Falchion starts of cheap, and even after selecting its upgrades, hardpoints and wings this model remains quite cost effective averaging around 160pts all told. Speaking of upgrades, its hard not to go past Deck Crews. It probaly will only get you 10pts of wings back on the table on average game after game, but that is often enough to keep your options open for who you want to hit and what results you can get. The extension of this style of attrition is valuable, especially when the Carrier can last so long it is an essential pick that still leaves the Falchion cheaper than many carriers are BEFORE they purchase there upgrades. In short, always get this upgrade unless you really need those 10pts somewhere else. Next we have hardpoints. Mostly this is going to be a toss up between Wings and Ablative removal. The removal of Ablative armor just adds that little extra insurance against the late game forcing an extra attack/activation to finish you off which can easily be worth the 10pts if you play your carrier aggressively. On the flipside, the modest increase of Wings +2 is enough to open up a new support squadron to the table which I will discuss in detail below. Movement is on the cards as well, but I have had not enough experience with it to say whether or not this discount purchase can leverage its worth in a game just yet. Now what follows is just some general advice about wings and can be applied to any faction however it matters a great deal to the Falchion so I will paste it below: The capacity, speed and endurance of the Carrier in question is always important when determining what you need and when building a force. Speaking for the vast majority of such models, you will be gaining something between 3 to 12 wings depending on which model or upgrade you are using. Some types of Wings function better with larger squadrons than others while others experience diminishing returns as they get larger and larger. Fighters, Bombers and Assaulters are better in larger numbers. A fighters and Bombers lose their offensive value when reduced to size of two or lower. 4 to 6 AD isnt that useful against anything but Frigates and certain Cruisers and therefore you should avoid placing these Wing types in squadrons that start at three or lower. Assaulters also will face an uphill battle when dealing with most worthy targets that you will find have an AP value of 3 or even higher. This is even without the concern that low wing count models might even be driven off by non-interceptor point defence attacks. Without Deck Crews or other wing replenishing tech on hand, a wing attritioned to this point will probaly cease to be relevant after a few attack runs. Fortunately, many of the rules favour the attackers in this instance, and if you plan your targets and attack route carefully, a wing can be exposed to minimal loses save for some sour luck. In the end, only a 6 will destroy a Wing from any point defence attack and if you can endure the storm long enough you will find that you can make a fair showing with your attack runs. Remember to be aggressive and move your Carrier close enough to take advantage of any opportunities you make. You can be a bit more creative if you have access to the Quick Launch MAR, this feature adds a significant threat extension to any Wing formation you deploy. Meanwhile Support Shuttles and Interceptors do not need to have large squadron sizes. A Support Shuttle can be a life saver in the middle of a turn when a bad critical disables shields, movement or firepower. Regardless of how many Support Shuttles are present in the token, at most only a single repair roll can be made. Such a repair roll will always fail on a roll of a 1 and therefore only at most a wing size of 3 is nessasary to get the best chance of success. In some extreme cases you might need to take advantage of a full set of support shuttles however in most instances a more modest complement is nessasary. Interceptors and Support Shuttles by there nature are defensive tools, they can help you not lose a game but they wont make you win it. With these two facts in mind, consider what you want out of the wing capacity you have on hand. For instance, a Eliminator with its single un-upgraded wing value makes a poor choice for either a bomber or fighter wing. Too low AD to get any meaningful effect, too fragile to do any meaningful damage and provides less PD than a single Interceptor could. Even a single support shuttle gives you a 50/50 chance to clear a menancing critical effect before its effect kicks in. Expanding this example to an upgraded Eliminator or even a base Nexus or Maelstrom Battleship. A wing value of 3 gives you some options. For starters the Interceptors triple in efficency and even roll enough dice to drive off wing sized four or lower on average dice rolls. A boost of 6 PD is enough to stonewall even concerted torpedo attacks in the vicinity and the Support Shuttles now are providing the best chance at repair and roll enough D6 when performing a medical run that you can recover from hard poundings or persistant Biohazard attacks over time. In the same vein, you now can start to consider Bombers, Fighters or Assaults but perhaps only the latter is worth serious consideration depending on what synergies you bring. A wing size of 3 will be at the mercy of any half decent PD wall that can muster a just a single kill, they will never be able to reliably critical a battleship and of course a token of just two Interceptors will probaly drive them off. Still, for 15pts, a trio of Fighters can pick off or plink damage onto a Frigate squadron skirting the edges of RB2 while the flexibility of a potential 9AD in an attack run might be fine if you are already flush with PD through escorts or simply having racial access to good shields or PD like Ryushi. Moving into Carrier territory. 5 to 6 Wings is where the Fighters and Bombers truely shine. Providing enough AD to kill a CR5-6 Frigate, Fighters make a good choice at this range if you are confident with your heavy hiitters. A Fighter wing moved aggressively can threaten 31" into the field on the top of turn 2 giving you the chance to start dealing quick and early. Even some battleships like the Nexus or Nausicaa are pretty weak against this sort of attack. Bombers similarly can swing for massive hits and will be able to frequently score critical hits on some of the more formidible models in the game. The same goes for Assaulters who should be able to threaten battleships with their high AP values and with enough persistance, critical hits or biohazard strikes you might eventually be able to capture or overcome them!. It would be an odd game that calls for that many Support Shuttles but truely massive engagements, you might find a use for a dedicated Interceptor vessel. A squadron of 5 to 6 Interceptors provides enough qualtity PD to be effective immunisation against Torpedo or Wing attacks. Any attack run made should be handily driven off with decent casualties to the enemy and skunk an activation. Hard counters when used right will give you a solid upper hand but be careful, the offensive initiative lies firmly with your opponent if they can out manuever your Interceptors their value will be undermined if they cant protect the right targets. When we move into the Wings 6+ category for our Carriers, its probaly a good idea to go for a strong offensive wings backed up by a smaller defensive wing. 6/2, 5/3. are good splits for such arrangements and will let you perform multiple roles well. Remeber that you can only launch a single token regardless of size each turn. This means that if you go all out with offensive wings, you will create a bottle neck on the Carrier where you will be unable to project that same high offense in the coming turns. Even with this drawback, a one-two punch from 12 Bombers in a single turn has the potential to knock even an enemy Dreadnaught out of the fight in a single turn. Thats something that is worth considering. Fighters: With 18" of movement, you have alot of leightway to drive around an enemy squadron and potentially avoid alot of point defence. Likewise, you can even drive through an enemy token while making an attack run to perform a Dog Fight. This is a great way to deal with smaller enemy wings or Support Shuttles. Buzzing the tower so to speak, you can hit these squadrons with some PD before performing your attack run on an enemy model. Bombers: Pick targets wisely, a damaged capital ship is truely at the mercy of a full flight of Bombers. If you can see a situation where you can get dominance on an enemy model, take it and try to finish the fight before their home Carrier is lost. Also its possible to fly into Support Shuttles or other enemy wings if you see the advantage in it prior to performing your attack run. Interceptors: Remember, you have control over the timing of your Interception movement. With PD dice against enemy wings counting as a hit on a 3+, it can be very easy to drive off enemy wings this way. However show some patience, wait until an enemy wing has been hit with any available PD during its attack run and wait until the last moment to perform your Intercept move. If you are lucky, the enemy wing might have lost a point or two and a drive off result will be made that much easier. Remember also that you must return to base if you end up outside of your Carriers command distance afterwards and therefore it might be nessasary to strike earlier if you want to keep your Interceptors on the board. Assaulters: Best taken in fleets that are supplementing there support with CP reducing effects. Right now the DIrectorate are the kings of this strategy, a good Cyberwafare strike to shut down life support and a biohazard and hard pounding later and you might be able to prize an entire battleship off three points of damage. Its been done and its nasty, be mindful of the slow movement of these guys and be sure to be in the right spot to take advantage of these opportunties when they arise. Support Shuttles: Remember that support shuttles are slow. With 8" of movement and the need to be in base to base with a model to perform their actions, make sure that you place them on the right side of an affected model if you want to chain there effects. Support Shuttles are also limited to affect models within the command distance of the Carrier as they cannot make attack runs. Careful placement is essential if you want them to be reactive to changing circumstances. When playing as Dindrenzi, my typical Carrier loadout is going to be either 6 Bombers or 6 Fighters. When purchasing the Wing hardpoint which I am oft to do, that typically expands to a squadron of 6 Bombers with 2 Interceptors or a squadron of 5 Fighters and three Interceptors. The former is good for punching holes in enemy capital ships. The later is simply a great reactionary force, the Interceptors keep the pressure off the Carrier from torpedo attacks and the Fighters are an easy way to clean up enemy Tier 3's that arent worth the glory which is death by railgun. The Dindrenzi dont have too many synergies with boarding outside of High Energy but Assaulters are still a worthy alternative to any list.
    1 point
  41. The Sword of the Federation a Guide to the Nausicaa Class Battleship The Nausicaa class battleship is one of the most simple and well formed idea you will ever encounter in this game. In a competition, the main weapon on the Nausicaa is probaly stand alone the best single gun found on any Battleship in the game. It has equal highest HP, CR and access to an impressive MV value of 8 with Hardpoints. Simply put, the Nausicaa can be a ship of extremes. On the defensive scale, it is held back by a pair of cruical disadvantages among them being its dismal broadsides. With no initial MAR's and decent firepower only to be found in a narrow 8-16" bracket. These so called Primary weapons are realisitcally not what is going to be turning the tide for any game. The Nausicaa is best used against enemy captial ships. Cracking open enemy mediums or larges with its high firepower. Deployed conservatively, you can score a few hits or even criticals against the opposing fleet before they even close into RB2! I would recommend deploying your Nausicaa as a backline vessel, further to the rear of your forces in order to maximize its shots. With 10AD in RB3, it has a good shot of hitting and damaging anything up to a Battleship! I normally save my shots on the enemy Battleship until RB2 and use the 10AD to plink damage onto TIer 2 models. Afterwards switching to a tougher target once RB2 becomes an option. Hardpoints and MARs again are for an individuals preference but there are two of them I find very hard to look past. Those are the always vital turn limit upgrade and the +2MN value to increase the base MN of the Nausicaa up to 7. The MN value on the Nausicaa is very important for reasons I will cover later. The other upgrade options are Ablative Armor removal, (Fore) Arc Torpedo Upgrades and +1MV. The Movement upgrade by itself is cheap and it will force you to move that extra .5 of an inch every turn, but to me that has always been a very small price to pay for the flexibility of that extra inch of movement. Giving you the opportunity to close into RB2 sooner immediately pays itself off if you would have been that 1" out. Also after completing an initial pass on the enemies line, the movement becomes handy for openning up a game for the second engagement should it come. Ablative Armor removal is less essential here on the Nausicaa I find than on either the Pretorian or Retribution, but it is still something to consider, especially if you are planning on using the Nausicaa as the flagship contatining your Admiral. A bit of extra survivability never hurt anyone. Finally the (Fore) Arc Torpedo upgrade is something to consider if you want to expand on your foreward facing firepower and give you the option of affecting different enemy squadrons. For Upgrades, there is some familar crossover with the other two ships covered in the list so far. High Energy, Scatter Weapons, Split Fire and Double Mines round out the upgrade list. All coming in very cheap at 5pts a pop they provide a handy buff for each one of the Nausicaa's weapon systems. For me, I always start with Double Mines and High Energy, but at 5pts for Scatter its hard not to find room for this ability. Once again, all it takes is a single point of damage or a critical on a small ship for this MAR to essentially buy itself back so for 5pts its a pretty good gamble. High Energy you know about but its the Double Mines upgrade that is of most value here. Mines are one of the features in V2.0 to receive a major overhaul. They still affect a very wide field of space and they also have the ability to be linked together for an increased value. The ramifications of this is that a Nausicaa stands 10pts away from essentially doubling its original MN value from 5 to 10. In addition to this, it can also opt to drop its mines in a standard layout just fractions away from another mine ot expose a single target to not just one, but two 7AD mine attacks on next activation. The Nausicaa doesnt simply use these weapons as attacks of opportunity either. With a design that forces you to close with the enemy and access to above average speed for a Battleship, you will find that the Nausicaa is only bested by the Predator Class in its role as a mine laying Battleship. The Nausicaa can opt to rush smaller targets and drop both of its mines essentially on top of itself danger close style to clear enemy ships that are nipping at its rear arc. At 10AD, its more than enough to threaten enemy Battleships that the Nausicaa might pass over on its journey and you can even resolve your activations in such a way that you might expose the enemy to one or even two such attacks. If it can be helped, remember to drop mines every single turn. They will not only cover you when the enemy takes to the other side of the field, but they will also provide zones of control where enemies cannot shunt into or reserve deploy safetly. At the end of the day though, there is only a few ways to use the Nausicaa and all of them involve maximizing the worth of that forward gun. In a nutshell getting the best from it is all about: Deploy in the correct place targeting the correct angle. Picking the right target, and then planning the follow through for the next one. Moving in the right fashion, so you dont get outflanked and so that you can mine or appropiately damage the right element of your opponent force. Make good use of Mines. To mesh very well with the Nausicaa's playstyle and it mines better than most. If you can manage all of this, then it wont be hard for you to get a good result out of the Nausicaa Class.
    1 point
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