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Charistoph

Support Fleet Viabilities

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Just how viable are the Support Fleets right now?

Which factions have proven to provide a useful Core to a Support Fleet? Obviously the RSN is one.

Which are viable, but should be approached later due to a more challenging learning curve?

Of those that are good Cores, which factions help provide them with flexibility and help strengthen their weaknesses?

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Well, Ba'Kash have a reputation for being not unbeatable but seriously good. I've heard good things about core Tarakian as well.

As for backup for cores? I haven't given that too much thought.

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I like fighters (SRSs) and the Ryushi are becomming my favourite suppport fleet. Not sure how viable are they on their own (maybe they´ll need some little help form the Terquai). I´m waiting for new models and maybe a carrier group and more ships variety (like destroyers and maybe DNs or perhaps Leviathans!! :D). they don´t seem to need escorts though (nasty PD´s)

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It's been a few months, and Firestorm is starting to pick up some steam, mostly because of Planetfall's release.

 

Has anyone had a chance to play a Support Fleet yet?  Or are the Main Fleets just too vital to a game to dismiss?

 

I want to go Terrans in Planetfall, but the ships aren't as interesting as most of the Support Fleet ships like in Hawker, Ryushi, and the new Veydreth lines.

 

So, thoughts?

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I have played/own the following Support fleets. I've run them as 'pure' as possible without adding other races to a fleet for the most part.

 

Ryushi, Works Raptor, Ba'kash and Kedorians.

 

All have been good and are viable in my opinion. Of course they have some 'gaps', but it usually isn't very important. They all have a solid tier choices, so missing out on gunships, for example, doesn't mean that they don't function.

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I dig on the OmniDyne Special Operations.  I haven't tried them in a Kurak fleet because of their increased cost, but alongside an assault heavy Directorate fleet they dish out a lot of cyber warfare pain, which synergizes well.  The Dreadnought is also a rock solid fleet anchor, draws a lot of fire, but takes it like a champ.

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As far as I can tell, with the exception of those fleets that simply cannot be fielded at a given points level (ie. Terquai at ≤ 800 points, for example), the alliance forces work just fine. Individually, or in combination with other alliance forces to form a support fleet. The only trouble is a lack of variety/room to expand, which may or may not be solved as we go forward.

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My buddy is using Tarakians as his Core Fleet, with Ryushi as support, and STL Traders as Allies (for the Tractor Beam Escorts). When he gets up to my skill level (which is pretty low) this fleet will give me a run for my money. As a Dindrenzi I don't have SRS to deal with all his SRS and Torps.

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I want to start with FSA and think about to take the kurak alliance because I like the idea of a mixed fleet

(and because I like to convert stuff I have no problem with missing models)

 

A mix of Tarakian, Ryushi and Veydreth (and the Xelocian Dreadnought) seems to be a good choice after reading the fleet manual but my problem is I am not sure what to take as core fleet.

Veydreth were my first choice because they have more different ships to choose from, but I am not sure if I want to have the battleship in my list

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this makes the decision not easier

 

here are some 1200 point list to show what I would like to play

maybe someone can help me to tweak them a little bit to get a good list to start with

 

1x Predator Class Battleship
Remove: Vulnerable MAR
+2 MN
Second Assault MAR
Beam Weapons: High Energy MAR

 

3x Stalker Class Assault Cruiser
Launch Tubes MAR
Second Assault MAR

 

2x Reaver Class Corvette
+3 MN

 

2x Reaver Class Corvette
+3 MN

 

1x Shautrai Class Battle Carrier
+3 Wing Capacity
+1 Shield
2x Hokita Class Cruiser

 

3x Hantari Class Cruiser
Corrosive MAR

 

3x Karn Class Frigate

 

1x Ganak Class Battleship
+2 Wing Capacity
Self Repair MAR

3x Sulan Class Cruiser
Protected Systems MAR

4x Tarl Class Frigate
4x Tarl Class Frigate

 

1x Shautrai Class Battle Carrier
+3 Wing Capacity
+1 Shield
2x Hokita Class Cruiser

3x Hantari Class Cruiser
Corrosive MAR

 

1x Shautrai Class Battle Carrier

+1 Shield
+3 Wing Capacity
Deck Crews MAR
Beam Weapons: Split Fire MAR

3x Hokita Class Cruiser
Point Defence Barrage MAR

6x Akkarai Class Corvette

6x Akkarai Class Corvette

3x Hantari Class Cruiser
Corrosive MAR

5x Karn Class Frigate

3x Sulan Class Cruiser
Protected Systems MAR
Torpedoes: High Energy MAR

 

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That makes the advice not easier

You've put together three very different fleets, each with a different core fleet. They are all probably viable as is, but will play very differently. Beyond selecting units from three factions, I do not see any similarities.

Well, you seem to like the Ryushi Battle Carrier, so maybe start with that? Since the box comes with two cruisers, I'll assume that's what you'll get and field. This is a very solid board control unit; Fly it somewhere in dare them to push you off.

Now you just to fill a few more roles:

Two more units which can throw 16+ AD

Something to mess with your opponent head: Shunt units, Assault, Gravity, Cyber, Ambush, Mines

Maybe the best route is to figure out which way you want to mess with your opponent?

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 Two thoughts to share, all based on prior experience:

 

Absolutely. The alliance fleet structure works fine, and most certainly with other alliance fleets such as those found with the Core races. The larger the fleet, the more options open to a player running a support fleet. Looking at support fleets through the medium of Alliance fleets can also provide a solid reference point in gaming. 

 

I ran a Kurak Alliance fleet as my main fleet in our campaign and it did fairly well. Against most Core fleets, it was able to stand toe-to-toe and dish out damage while taking expected losses in battles. The only issue with the Kurak fleet, to which I would imagine that you can apply the same standard to Zenian alliance fleets, was that in small battles, they tended to present great limitations. For example, in our campaign the smallest fleet size was a Garrison Fleet, which was up to 400pts (minimum of one Tier 2 squadron forms the backbone of such a fleet) and this is where an Alliance fleet fell short in comparison to the established, Core races. When a Garrison fleet was reinforced (up to 50% more could be added to the fleet, for a single round, thus a Garrison fleet was able to enlarge up to 600pts) it gave a better account of itself in battle. However, when running a single Alliance race, which I commonly ran Tarakians (with house rules for their torpedoes and gravity weapons were reworked into a simpler +1 to hit weaponry), they were limited in what they could accomplish and had severe shortfalls. I also ran Xelocians at Garrison fleet level, and they too were limited against Terrans, Dindrenzi, Aquans, Relthoza in what they could accomplish. A fleet of 4 Hantari and 5 Karn frigates, backed up by another squadron of Alliance ships, which were commonly 3 Makalu torpedo cruisers, did give a solid performance on the battlefield, but tended to fall short due to not being able to have enough synergy (lack of a better phrase/word) among the ships overall..... The issue was not that the ships were poorly designed or costed incorrectly, the issue was that the 'theme' among the varied ships were pulling each allied contingent (squadron) in a separate direction, while the opposing force had a unified, more easily structured fleet and squadrons to game with. This was my experience. 

 

Again, campaign systems have a different feel and drive, which in some ways shines a different light onto fleet compositions and fleet abilities. This was the case in regards to the Kurak Alliance fleet in our campaign. At the end of April 2014, the Kurak Alliance was on the defensive, fighting against Independent Aquans in one sector, marauding Dindrenzi to the 'north,' wave after wave of Relthoza to the 'west', and a bumbling Terran empire (who ultimately won the campaign) to the 'south,' all the while doing my best to bring in my treasure fleets back to my capital for extra VPs. The Kurak Alliance did extremely well, given the circumstances. Which in my mind proved to me that the alliance forces worked well. 

 

The combination of Tarakians, Ryushi and STL would make a great example of what I was attempting to illustrate above: varied squadrons, from varied fleets would and should easily 'mesh' with one another and give enough durability to warrant their usage in the FA universe. Good example. 

This sounds like a Faction of sub-Factions from another game from pressing pirates.  They were originally intended to augment the core armies, but have become an army(ies) in their right, but not quite as filled out or extensive as the core armies are.  This limits them when they cannot bring a lot, but as the force sizes increase, they become much more powerful.

 

Does that sound like a proper comparison?

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That makes the advice not easier

You've put together three very different fleets, each with a different core fleet. They are all probably viable as is, but will play very differently. Beyond selecting units from three factions, I do not see any similarities.

 

Well, you seem to like the Ryushi Battle Carrier, so maybe start with that? Since the box comes with two cruisers, I'll assume that's what you'll get and field. This is a very solid board control unit; Fly it somewhere in dare them to push you off.

Now you just to fill a few more roles:

Two more units which can throw 16+ AD

Something to mess with your opponent head: Shunt units, Assault, Gravity, Cyber, Ambush, Mines

 

I do not know how important carriers are, but the battlecarrier with 2 cruiser seems to be the best to build a fleet around it. I am just not sure if it should be the core fraction or not and if 2 cruiser are enough.

The next ships I want to have are 2 or 3 Hantari Class Cruiser (or a Shantu class dreadnought) and/or some of the Xelocian Escorts.

Than I would like to have either Grav weapons or Cyper or Assault.

 

So maybe just add a Predator class Battleship and 3 Assault Cruiser and skip grav and cyper

 

 

 

 

Maybe the best route is to figure out which way you want to mess with your opponent?

Difficult

My Club started e few weeks ago with FSA (I am late because I was on a business trip) and every fraction is played at least twice

 

So I would like to have a core that can handle different opponents before I have to paint much more models than I need (I am only playing with painted models and buying too much at once means I never finish everything)

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It sounds like you really want Xelocians, so let's make that your core fleet. For a 1200 point Battle Fleet you'll need:

2 Frigate Squadrons

1 Cruiser Squadron

1 Dreadnought

While the old models are out of production, it doesn't mean they are unavailable. For example:

8 Frigates: http://www.miniaturemarket.com/spgfaat04.html?___store=mmonline&gclid=CKO88sKKzMMCFcRQ7Aod2SgABQ

Possible 2x Cruisers: https://www.atomicempire.com/item.aspx?item=110247&

Dreadnought: well, no luck here

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It sounds like you really want Xelocians, so let's make that your core fleet. For a 1200 point Battle Fleet you'll need:

Dreadnought: well, no luck here

 

Ahhhh the semi-mythical Shantu, it does exist.  In fact I had it in my possession for a while, but it longed to be free and migrated to Michigan.

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Dreadnought: well, no luck here

could possible be build out oft 2 cruisers and some frigates

Or taken from a complete different model range

So the Xelician for bigger battles and for those below 800 I take the ryushi

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