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  1. Directorate vs Dindrenzi 3500 points Special Tournament Scenario (3 Secondaries, diagonal setup, no primary or tertiary, reserves in use outside of core). Above are the Secondaries and deployment zones marked out (before we rolled for and added the terrain). Directorate List Core Desolator x 2 Retaliators x 3 Retaliators x 3 Informer x 3 Informer x 3 Patriot x 3 (All Gun Teams) Trojan x 2 Trojan x 2 Support: Arbiter x 1 Deadlock Grand Company x 6 Trojan x 2 Recon Anarchists x 5 Intruder x 1 Deadlock x 4 General Logistic Points x 3 (I know very low numbers for me...) Dindrenzi List I am sure Graviel can fill this out better than I, but his list went to the tune of: Core Kratos x 1 + Circe Eryis x 3 + Circe Letos x 3 Nyx x 4 (Sweepers) + Pod Nyx x 4 (Sweepers) + Pod Nyx x 4 (Gun Teams) Leviathan Hyperion (+ Sky Drop upgrade) - Yes its the Odin in the pictures, a small accident with the Legs meant his was unavailable on the day. Heavy Ares + Circe Gorgos x 3 Aerial Daedulus x 1 (Let me know if thats wrong Graviel) Recon moves: Dindrenzi claimed their closest Seconday, I claimed my closest and the central one. Reserves: On turn 1 no reserves arrived for either side (you need to score 8, by rolling a D6, adding the turn and you may spend 1 Logistic point). Turn 1: The opening turn saw little in the way of shooting with most units moving to get into position for later turns. The Directorate Informers managed to get a shot on Eryis near the central objective after most of the Dindrenzi had activated and caused 1 damage. The main talking point was when the Dindrenzi called in the Hyperion from Sky drop, landing it on a zero’d in marker about 6” from the Directorate battle line. Poor rolls from the Hyperion meant that it killed a Trojan and did one damage to another in its activation (I mean really poor rolls). Nyx were dropped in around the Secondaries in position to claim them in the second turn, without doing too much in the way of damage to the Directorate. By response the Directorate activated their Retaliators who threw out 21 AD at short range and took a DR off it, and left it with a Corrosive marker, this was followed up by the Desolators throwing a 34 AD pool at the Hyperion, and by contrast their dice were very good taking off its three remaining levels of damage in a single volley. Other than the death of the Hyperion the majority of the Directorate forces spent this turn going flat out, although the Trojans tried a couple of snipe shots, placing a Debilitating effect marker on the Kratos (which it repaired in the end phase) At the end of turn 1 the ZTH showed: 13 / 31 Turn 2: In turn 2 the Directorate Recon arrived. The Dindrenzi did not get any reserves. The Dindrenzi played Up Close & Personnal on their Core Helix, while I played Expert Tactitican, which did not help me win the turn. The Dindrenzi’s activation was to throw a unit of Nyx into the Central objective, and CQB the Informers holding it. The result was no damage to the Nyx, but the Informers were wiped out, and Up Close & Personnal returned 2 additional TV for them. Using the Eryis the Dindrenzi then killed the remaining Trojan units to remove them from the game. The Informers on my right flank moved to hide away from the DIndrenzi forces to hold the objective. The recon helix arriving from my board edge (they need to be deployed before the turn starts meaning you can activate them at any point, but they are also available to be shot at if the opponent has range…) Retaliation came from the the Directorate killing wiping out the Leto unit claiming the Secondary objective. This took long range shots from the Desolators, Anarchists & Intruder to wipe them out. My unit of left flank unit of Retaliators managed to take a point of DR off the Kratos at LR, leaving it with another Debilitating effect marker, which this time did not get repaired. The right hand side unit of Retaliators managed to unleash a full 21 AD at the already damaged Eryis squadron killing one of the tanks and damaging another. The Dindrenzi scored two objectives this turn with Nyx to my one objective. At the end of the turn the ZHT was sitting at: Directorate 8 vs Dindrenzi 13 Turn 3: I got my Support Helix arriving from Reserve in Turn 3 at the cost of a Logistics point, whereas the Dindrenzi Heavy Helix still did not arrive, although their Ground Attack helix did. In turn 3 I played the card Blanket fire on my Desolators (I wanted the Nyx out of the central objective!). The DIndrenzi played Marker Light Precision on their Kratos squadron. I snuck the first turn this time (blowing my remaining Logistic points), where I then activated the Informers by the back objective to take a side shot at the Eryis squadron, doing another damage, the response was for the Daedulus to move up CQB the Informers off the Objective before killing a Retaliator outright. The Desolators then moved up to fire on the Nyx in the central objective, despited 34 AD ignoring hard target the cover saves did him well, meaning that my success were reduced to only enough to kill two bases. The Eyris returned fire on the damaged retaliators doing another point of damage to them, before the Retaliators second turn of fire at the Eryis managed to take the final point of damage from the second tank, and putting a first on the third one. The Left flank Retaliators killed the Kratos at close range, but didn't put any damage on the attached Circe (that then promptly hid). The Resulting command check only had the Eryis squadron to affect and they failed their command check taking a Disorder marker. Once out of my Core Helix (as most of the Nyx just had to jump up and down in their objectives to stay safe) I moved onto my support helix. The Arbiter opened up with its Cyber warfare on the remaining Eryis, the closest tank had a damage and a Debilitating effect marker on it, which meant when the dice were rolled I had 2 successes, and two rolls on the table. I got a 5 & a 6 and turned the 6 into a Disorder marker, putting 3 disorder markers and a damage on the Eryis squadron (from the previous shooting as well), making them go forlorn. The Arbiter also used its Nexus designator & one of the Drones designators to zero in and then call in an artillery strike on the left flank objective, the artillery worked perfectly and scattered to hit the building... we played it that as the building is in essence the unit all the models in the unit were hit and the damage was delivered against them, this resulted in two of the four bases dying. The Support Trojans fired at the Daedulus but were unable to do any damage, before moving onto my Recon Helix. The Anarchists opened up with placed shots on the Nyx in the left flank secondary, somehow killing another base of them, but leaving one hanging in there to score at the end of the turn. The Intruder moved up to fire on the Daedulus and through some amazing rolling took two levels of damage off it, although it passed its command check. The Deadlock cadre then dis-embarked from the Intruder and charged in to Storm the central objective. The two Nyx bases in the secondary were unable to damage any of the Deadlock and the resulting 16 AD back managed to kill them all and break the unit. The Deadlock left standing vicotorious in the Central objective. At the end of the turn I the ZHT showed: Directorate - 5 / Dindrenzi 7. In Summary What a different game it would be without reserves. Some of my reservations around reserves are that a unit in Sky Drop can ignore the Reserve rules and arrive whenever you want to call them in. Personnaly I dont think this feels too right as it gives a distinct advantage to those people playing Sky drop armies. Now I am not saying that if something is in Sky drop it should go in reserve, but the Scenario we were playing was if you are not a Core Helix you go in reserve. Something which meant the Hyperion was able to bypass, I suspect we will tweak that to be that all none Core Helixes have to roll from reserve to be available to deploy on the battlefield (if not Sky Drop) or to be made available for Sky Drop. We are also looking to change the score required to arrive as just under 1,000 points of my opponents army never showed up (hence the unsurprising victory for me really). The upside for me is that they couldn't effect me, the down side is that i couldn't score TV from them, and that is of course the reserve for my opponent. Moving forward we will probably tweak the rules for that scenario. The Hyperion should have arrived and beaten face, but even had his firepower focussed my Desolators he wouldn't have done more than take a DR or 2 off them that is how bad his rolls were, that should have been the shock and awe factor, but it just didn't work. Other than that my plan went pretty well I think, although Nyx in buildings are not that easy to shift!!!! For those Interested the TV was scored in the following ways: Directorate Turn 1 Hyperion (14) Secondary (4) Secondary (4) Turn 2 Expert Tactician (+2) Letos (3) Secondary (4) Turn 3 Blanket Fire (+2) Nyx (3) Secondary (4) Eryis (6) Circe (2) Dindrenzi Turn 1 Secondary (4) Turn 2 Up Close and Personal (+1) Informer (3) Up Close and Personal Bonus (2) Trojan (3) Trojan (3) Secondary (4) Secondary (4) Turn 3 Marker Light Precision (+1) Informer (3) Secondary (4)
  2. Having finally expanded my Directorate forces with the Infantry box, Command and Recon Helixes I decided it was time to look at something Cyber, a lot of Cyber. The club I play at mainly plays 3500 point games as that fits nicely into our 3 hour club night with plenty of time to speak to other people, setup, tidy up and general chit chat. With my latest purchases I figured it was worth testing out a new 3500 point list I thought I would share it to see what everyone's views are on it? Core Helix: Desolator x 2 Retaliator x 3 Retaliator x 3 Informer x 3 Informer x 3 Patriots x 3 (All Gun Teams) Trojan x 2 Trojan x 2 Support Helix Arbiter x 1 Deadlock Grand Company x 6 Trojan x 2 Recon Helix Anarchist x 5 Intruder x 1 Deadlock Cadre x 4 Logistic Points x 3 Total Points: 3500 The list rocks up with 6 Cyber units, 6 Take and hold units (although 3 are relatively easy to kill). The Retaliators & Desolators will pack the firepower punch, while the Arbiter, Trojans & Deadlocks will aim to cripple my opponent with Cyber. With smart positioning the +/-1 to from the Arbiter will make the Cyber attacks do what I want (I can basically guarantee Advanced Targeting offline or Disorder Markers for my targets). Bit light of the Interceptor side of things so a tailored list should be able to rip me a new one, but I am hopeful that generic lists will struggle. I could always drop the Logistic points for Interceptor on two of the Trojan units, but think I prefer the potential +3 to a roll off / the ability to Overwatch. Three artillery markers from the Arbiter will be useful for area denial, and I will likely use them to help clear out units within buildings if I can. I doubt they will do much but the threat should help out at least a little bit. From a TAC point of view at 3500 points you get 5, plus the extra one for the Command Helix in this list, and I will take the following (apologies cannot remember all the card names, and assuming I remember my categories correctly these should all be valid for a Directorate force). (+2 to an Opposed Tactics roll) (+1 to Cyber Rolls from this Helix) (+D3 TV for units killed by this Helix in CQB) Mastery of the Skies (Interceptor on a unit) (Ignore Hard Target) Power to the Engines (+D3" to movement) Pretty much if you take out the Arbiter early in the game I have a problem, but if you don't then my plan should work pretty well, and the 6 Deadlock Grand Company inside will take the objective I want them to (kill team, +1 for Drone range rocks them in at 5 CQB each!) Any thoughts or comments?
  3. 3500 points Directorate vs Sorylians The Long War Scenario Armies: Directorate Core Helix Desolator x 2 Retaliator x 3 Retaliator x 3 Informer x 3 Informer x 3 Patriots x 3 (all Gun Teams) Trojan x 2 Trojan x 2 Recon Helix Anarchists x 4 Deadlock Cadre x 4 Intruder x 1 Support Helix Arbiter x 1 Deadlock Grand Company x 6 Trojan x 2 Sorylian Core Helix 2 Huk'vok'ka 2 Bor'ka 6 Mul'kat (with Officer) in a Bol'vak 5 Ka'kun Heavy Armour Helix Huk'ka 3 Sor'ka 5 Ka'kun Ground Attack Helix 2 Sar'mak 3 Vro’mak Logistic Points x 10 The Battlefield: The Game: (Turn 1) On turn one we both rolled a 6 for one of our reserves. The Sorylians got their Heavy Helix, while I got my Recon Helix. We managed to screw up the deployment of the Reserves (as you are meant to put them on the table with their back to the board edge in the Late Arrivals Segment)! The First turn was a cagey affair with lots of flat out moves from units trying to get into position for later turns. When the dust settled one Trojan had been destroyed, two Bor’ka had been damaged and the Directorate held two Secondaries to the Sorylians one. A quick snap from the middle of turn 1. ZHT Directorate 27 - Sorylian - 31 Turn 2 At the beginning of Turn 2 the TAC cards came out with myself playing Boosted Hack on the Core Helix, and Fabio playing Scatter Pattern on his Bol’vak When reserves were rolled, I got a very low 1, not enough for my support helix, but Greg rolled another 6 allowing him to bring on his Ground Attack helix without needing to spend logistic points. This turn had everything closing up so much more damage was dished out, an amazing torrent of fire from the Retaliators near the back of the Board killed the Bol’vak after it wiped out the Informer squad holding that objective, so much damage was caused that two bases of Mul’kat were killed in the resulting damage and marked as activated as they were forced to disembark. Below a snap from the middle of the turn The Trojans managed to put Advanced Targeting Offline one on the Huk’vok’ka squadron, that in return saved the Trojans from taking any damage from the return fire. The Retaliators on the far flank moved up to target the Bor’ka and managed to kill one of them, before the other Bor’ka elected to take on the Informer squadron first with CQB, followed by shooting resulting in two deaths, but no failed Disorder. The Desolators moved up and managed to link fire on the Ka’kun sitting next to the secondary objective, they killed four of them and caused them to go Forlorn hope, whereby they charged up at the single informer, however both of them were very inffective at hurting the other. The Recon helix got hammered by the Aerial, losing three of the Anarchists as they were targeted by the flat out’s of the entire Helix. Their return fire from the two remaining and the Intruder manage to kill a Vro’mak. The Anarchists moved up to hold the Secondary objective that was getting crowded by plenty of non scoring Sorylian models. The Heavy Helix focussed on my Desolators managing to kill one of them, while the other remained on 1 DR left At the end of Turn 2 the ZHT was Directorate 14, Sorylians, 29 Moving into Turn 3 and further cards were played, with Expert Tactician being played by myself, and Mathematical Genius being played by Fabio on his Huk’vok’ka to get them back to a 4+ to hit as they failed to repair their Advanced Targeting effect. My support helix arrived at the edge of my long deployment edge where his Cyber booster would effect the most models. I won the roll off for going first, and moved the Arbiter up into range of the Huk’vok’ka. The shots from the Plasma took the first DR, and applied a Debilitating effect marker, before my Cyber attack got only 1 DR of success (6 successes out of 18!), however the luck came back for me and granted a natural 6, activating the unit. Fabio response was to move his Ground Attack up to CQB & Shoot at the Arbiter. The 2 Sar’mak arrived and took 1 damage back in CQB before taking a full DR off the Arbiter in response. The Arbiter being the stalwart Command Vehicle promptly failed its Disorder test, before the Sar’maks shooting took its second DR. At this point I managed to play it wrong, forgetting that the deployed Punisher drone counted as part of the unit (and therefore I was not Forlorn!) took my disorder tests for losing my command element, the Trojans passed, while the Deadlock’s failed… meaning they had a disorder marker and could not intiate CQB…. had I got that bit right the Deadlock would have swung the game for me by either wiping out (or severely damaging) the Sar’mak or Vro’mak with their 30 CQB, followed by 30 (ish) Cyber on whatever was left. As it was I got it wrong, and gave them the disorder, they disembarked and shot 30 Cyber at the Sar’mak, causing two disorder markers. The Vro’mak moved up and wiped out the Anarchists with CQB, before killing two Deadlock from the Recon helix. The Intruder & Deadlocks didn't need to take the Command check for losing their command element as the Arbiter was still present. The Support Helix Trojans then took some shots at the Ka’kun to see if they could get a nice number of Disorder markers, but failed their rolls despite 14 AD needing only 5 success, granting me a total of 1 extra dis-order. The Bor’ka advanced and killed the final Informer from the second squad, before shooting at the Desolators and damaging one of them. I jumped into my Core Helix and advanced the Desolator in range of Sor’ka, and at 15” unleashed hell with 18 plasma managing to kill one Sor’ka outright, and causing the unit to fail its dis-order by 1. The response from then Huk’ka was to kill my remaining Desolator, which meant I failed the command checks on two of my Trojan units, however my Patriots and both Retaliator units passed with flying colours. The Patriots then moved up into the building (non objective) that they were next to and managed then used their missile launchers to down the final Bor’ka. The Retaliators moved round the corner to kill another Sor’ka unfortunately the one left managed to pass his Dis-order test. The Retaliators & Trojans focussed their fire on the Vro’mak damaging them to a point where they had 2 damage markers and three dis-order markers. The Mul’kat got in to the local secondary objective with the Heavy Helix Ka’kun moving up to kill two more of the Grand Company of Deadlocks, who fortunately passed their dis-order test. The final action of the round was for me to move the two Deadlock up and CQB one Sar’mak which resulted in no damage to either side, while the Intruder stood still and placed shot it’s 9 AD at the Vro’mak. At this point between I needed 7 successes, and his shields to fail him to kill the Vro’mak. I rolled 8 successes, and fortunately his shields only got 1 off my total. Above the only shot I got in turn 3, one or two activations in. At the end of Turn 3 the ZHT scores were: Directorate - 3, Sorylians - 1 For those interested the TV was scored in the following ways: Directorate: Turn 1: Secondary x 2 - 8 Turn 2: Boosted Hack TAC +1 Bol’vak -2 Ka’kun -4 Seconday x 2 -8 Turn 3: Expert Tactician TAC +2 Bor’ka -4 Vro’mak - 9 Sorylians Turn 1: Seconday Turn 2: Scatter Pattern TAC +1 Informers - 3 Turn 3: Mathematical Genius TAC +1 Informers -3 Desolators -8 Deadlock Cadre -3 Arbiter - 7 Anarchists - 4 Secondary -4 Overall a very fun game, very close, but as we were testing out the scenario for our upcoming tournament we didn't continued (as we didn't have time for the next turn). Had it been part of the tournament we wouldn't have had to setup the board, and I would actually have been there on time, meaning we would have had the final 30-40 minutes of the game time to finish the game off and Turn 4 wasn't going to take long at all! I suspect we would both have made planetfall next turn, but not too sure who would have edged it in the long turn, for now this is one we are classing as a draw. In the final analysis screwing up how we deployed the reserves probably didn't matter in the first turn, except that Fabio deployed his Ka’kun out of Command Range from reserves and that put them in a much better position. My messing up the Forlorn hope on my Arbiter was a silly mistake, it did actually go forlorn later when the Punisher drone took a DR of damage and the squad then failed its disorder test again, but even so that Grand Company would have been much better without the Disorder present and would have allowed me to get the Secondary Objective. I could also have gone with my Recon Helix first to get the Deadlock into the Secondary objective (the Recon ones that is) and that would have probably saved the unit (3TV), netted me the secondary (4TV) and meant I could CQB out of the building at the Mul’kat with 16 AD to their 8, where I got shield saves and was DR6. The flip side of that is I would almost certainly lost the Arbiter without it shooting, but again if I lost it to Forlorn as had happened the 3+ from placed shots and CQB would have increased my effectiveness not reduced it. Ah well, live and learn. First time out with the Arbiter and Deadlock and overall very impressed!
  4. neiltj1

    DSC00342 (800x599)

    From the album: FSA

  5. From the album: Miglo's Directorate

    Starter box and two Nemesis destroyers.
  6. From the album: Directorate MKI Overseer class Carrier and Punisher class Escort in "acid" color

    Directorate MKI Overseer class Carrier and Punisher class Escort in "acid" color

    © www.ilnanonefasto.it

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