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Tactics for Corporate Success - Directorate Tactica

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Figure I should ask for Tactics advice here instead of bloating the board with more topics.

 

My usual opponent is Aquans, and I have lost the last 4 games in a row. Last game was a 2v1, 4000pts each side, and I was teamed with Relthozan's against the fishies. I made some terrible deployment choices on our clustered city-scape of a board, but my biggest issue seems to be dealing with pinpoint and Hit and Run - I just cannot keep up with the Aquans, and when I try I get out-ranged and pecked to death. I've had great success with my Works Raptor aircraft, but his smalls have almost universally been the cause of my Heavies dying - my Castigator in particular just cannot seem to stay alive past Turn 2 or 3. A lot of that comes down to lucky (and unlucky) dice rolls, but those Aquan smalls pump out A TON of dice for their cost. 

 

Also, how do I get some good use out of my Trojans? Cloaking is all well and good, but Pinpoint has killed them every game (and usually from outside of their range, thanks to the very long-ranged Aquan mediums). I like to move them up alongside my Retaliator's and try for that Activation token on stuff before I activate the mediums, but that in turn puts them too close to the fish, which...well, yeah. I'm starting to wonder if a few shield dice wouldn't be a better alternative to Cloaked. 

 

Oh, and how the heck do I throw out enough dice to kill a squadron of his heavies? The combination of a pile of shield dice and Sectored Armor means that, more often than not, I just cannot scratch the things. 

 

Tl;dr: how do I beat Aquans, especially that blasted pair of Heavy skimmers that he runs in a Squadron.

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Wow thank god I´m not the only one with problems with squadron of heavy tanks. I played so far against Terrans and with some luck managed to disable the squadron with Trojans (I rolled 6 to rounds in a row) so I was able to win but withtout this luck they destroy me with ease and I was not able to did some damage to them even though they were disabled.

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Wow thank god I´m not the only one with problems with squadron of heavy tanks. I played so far against Terrans and with some luck managed to disable the squadron with Trojans (I rolled 6 to rounds in a row) so I was able to win but withtout this luck they destroy me with ease and I was not able to did some damage to them even though they were disabled.

The only thing that springs to mind is focus fire, along with bringing your own squadron of heavies. My issue is Corrosive vs. Pinpoint - I'll take an opportunity for an extra point of damage any day over -1DR, especially when that point of damage is the difference between mildly inconveniencing a medium squadron with 1 pt of damage, or killing a vehicle and removing its dice from the board altogether. 

 

I dunno, it just seems like Corrosive, as a MAR, was designed before they realized just how quick the game can go, and how rapidly a unit can disappear from the board entirely. Of course, this is all probably down to my lack of experience - 5 games does not a general make. Still, I just feel like I'm missing something crucial with the Directorate.

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I wouldn't mind Corrosive at all if it affect a unit as a whole, not just a single model that gets damaged by it. Because aside from the Leviathans.. that isn't to be honest much of an impact at all really, even heavies with 3 levels of DR, you gotta do 1 DR damage first off before it is even applied..! Mediums it is worst because then there is just 1 level of DR left that would be affected by it. Giving Corrosive as a debuff to the squadron as a whole to represent maybe affect of being softened up from sustaining a barrage of plasma fire would probably help it out a lot more.

 

That said.. Directorate are not outright bad, the Desolator is a brutal tank that I would gladly take over my Vidar's, since two of them can throw out 32AD up to 16" away, and those extra 6" over the Vidar's matter a fair bit when playing nippier factions! The core helix I think is fine, though I feel Cybertanks could do with abit of a range increase... Their distance tends to mean they need to get thrown into the deep end to function and they don't have the squad size or durability to last there for too long, cloak or no, and once one of them is dead they are basically useless and should just be evac'd out to deny TV.

 

I do think that their heavy helixs needs some more umph though.. especially the Stalker tank. That thing is too easily neutralised, especially since once it pokes it's head to start marking targets, it's visible to everyone can just get pewed away, turning the tank into nothing more than meatshield and minor CQB assistant. And the Avengers.. one of the most costly Tank Destroyer units, yet they have the worst range of them all and the smallest firepower bracket. The Dindrenzi Gorgos cost the same points, but has a longer range AND more AD to it's attacks, as well as being a hover vehicle with Hit and Run? Something is very very wrong her.. Avenger definately needs to be made cheaper or have it's firepower upped.

 

The Directorate though might start to shine more when the Aerial Helix comes.. their blurp comments they love Aerial Firepower, and this is reflected in their Leviathan. If the Directorate Gunship has the same degree of firepower the two Gunships currently in the game (Hawker and Ba'Kash) as well as being the only faction able to take a unit of 2 Heavy Gunships I recall Delboy or such stating, that might be Helix that turns the tables for Directorate.

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Just a fast note about Trojans: they're ok. But:

- a squadron oggi two means that once one got killed, the whole squadron become useless;

- DR and Cloaked are ok, but not enough to survive long enough to use their 24" range;

- only two squadrons are available. At least three different Cyber Attack activations are required at 4k (from my 15 games point of view);

- again range: 24" means one decent activation before they die or become useless. 6" more allow another activation or, possibly, an interesting Placed Fire shot (allowing a double roll for Heavy and Mediums and TRIPLE on Lights). This may seems OP but remember that Cyber doesn't kill anything. And killing is exactly what you want to achieve in a fast-paced wargame.

Let's see if Deadlocks (Heavy Infantry in the Recon Helix) will improve the consistency of Cyber Attack.

About Aerial Helix: somewhere there's written something about Directorate's themes (Drones, Flyers and Cyber). At present Orbats we got:

- outstanding Flyers (yet not spammable nor completele reliable, thanks to Sorylian über-Interceptor capabilities);

- one remote control toy airplane (Punisher) on top of three models with Drone Nexus (Castigator, Desolator and Stalker). I dare to remember that, at present, I'm paying (in points) a MAR (Drone Nexus) that is close to useless. (Yes, I'm aware that testers play with future stuff too). Beeing the Pinisher the best Designator of the game (6AD at 36") with Target Lock makes me feel a little better. Not so much, since I haven't any drops or artilley available.

- Cyber Attack: read above. I like Cyber Attack.

Please Spartan, don't let me feel sad about that. :D

To sum it all up: Directorate is waiting for the Helix (or two) that will make the faction looks like what the fluff suggests: fast, hindering and intimidating (i.e. more wings, more cyber and more terror).

For the testers and the project members: I know you're doing your best and I cannot be more thankful.

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As it stands, not true in my opinion for most factions. I think all the factions have decent Leviathan and Heavy Helix and it's apples or oranges as to which you prefer, with the exception of the Directorate. Avengers REALLY should be made cheaper, as the Corrosive MAR is not worth what they pay to have the shortest range Tank Destroyers, with the lower end of the Tank Destroy AD damage bracket. For 5pts cheaper you get a Locatu or for the same cost you get a Gorgos.. the Avenger really is not worth 135pts and needs a bump down whole heartedly. As for the Castigator.. honestly it's not a bad tank. It has decent range, decent AD and it has alright MAR, one of them being Terror which can be just as good as pinpoint for tacking on an additional point of damage to a unit. It works a LOT better on a bigger attack such as what the Desolators in a unit of 2 can output, but it's not a bad tank compared to other Mk2 Heavies. The Directorate Heavy Helix just falls down with the Avenger. It needs a bump, one way or another...

 

And I stand by that the Directorate Core Helix is decent, just Trojans could do with some minor tweaking to be made usable without getting into a death zone range spot.

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Completely agree on the Directorate TD needing a price reduction. It should be 120 points, just like the Terran Baldr.

IMO PP is probably better than terror. A PP hit has the potential to be worst since it'll change that 1 success required for morale to become 2 which basically in a way gave it a better terror. (3 dice unless eite requiring 2 saves compared to 2 dice requiring 1 save)

Hell, if they fail both it'll be crippling due to basically 4 hits (1 hit, 1 pp, 2 failed morale) at the end of the turn.

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PP is better than Terror mostly yes, but the Castigator is cheap compared to the Tyr, 260pts vs 300pts, and compared to other Mk2 heavies it really isn't bad, it's on parr tbh especially when factoring in the cost. Has good range, has good AD and durability. It's basically a Desolator that has better long range firepower and isn't restricted to the Fore Arc for unleashing that big whoop ass attack. It's simply the Avengers that let the Helix down, they need a buff or a cost drop, especially when considering their pretty bad range compared to other TDs.

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SUGGESTION FOR CORROSIVE WEAPONS

 

Instead of placing a debilitating marker on one damaged but non-destroyed model you get one corrosive token per firing corrosive weapon on the attacking squadron directed towards the same target, and the tokens are spread evenly on the target squadron starting by the closest model (and ingoring models that cannot be hit). Once all viable targets have a corrosive token start again placing another corrosive token on the closest and so on until all available tokens have been placed. Remembert that debilitiating markers (or corrosive tokens) have not cumulative effects and you need at least to cause one point of damage in order to place them.

 

 

Basically you fire a number of corrosive weapons at a target squadron and if you cause at least 1 point of damage (not negated by shields or other means) then you get that number of debilitating tokens to place on that target squadron following the "chain" of availabe targets (starting on the closest) and once all have a token, you start placing more again if you still have tokens to place.

 

EDIT: it is possible to limit the effect by letting the all the killed models to get debilitating tokens before being removed as casualities.

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Or alternatively, corrosive/debilitating effect markers are left on the squadron as a whole. The number of markers on a squadron are added to the  final dice pool of any attack that targets the unit with the tokens.

 

Since you have to deal damage for that to happen worst case is someone hitting for one point of damage 5 times on a medium squadron...and no one ever repairs one of those and no moral checks are lost. And then someone gets 5 extra dice on an attack against a model that no one cared about anyways.

Actually I suppose you could do 7 of 8 bases out of a grand company one at a time.

 

Cyber tanks can add debilitating without damage I suppose...but this does provide some benefit to the fact that debilitating effects are often short lived and only on some occasions make a difference as they are, particularly with cyber dumping any/all on the nearest tank that will be the one that probably gets one marker from an unimpressive shot.

 

Some things might have to go up in cost with this change if they did that...but it could be cool and representative of the collateral damage that is left about by the directorate.

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Well, I discovered today that an almost intact grand company lodged in the primary objective on the far side of the table is incredibly hard to dig out.  Two flamethrower bursts followed by a storming CQB against the sole surviving stand left me with control, but threatened by two Terran APCs and a min-squad of Hindsmen.  But as I've seen over the last couple of games, skimping on anti-infantry weapons generally means that infantry in buildings and terrain a very, very hard to dislodge.

 

Without breacher teams acting as a points sink, I feel a lot better about bringing gun teams along - however, large terrain pieces seem to greatly favor infantry in this game, as it effectively can give you a much larger CQB and missile threat range.

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Take 2 Leviathans with grand companies, really hard to beat (which you can field from 3000 points)

Directorate do have the worst armoured helix in the game imho.

Directorate do have an average core as well but it isn't considered bad.

 

So except Leiathans Directorate haven't nothing especially good? What about Works Raptor Recon helix?

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I have had decent success with the Directorate at higher points values, I like all their Helixes so far.

 

The Crones work well, but do need carful thought before they are used (really those flank shots are important here).

 

The thing to bear in mind is using your weaker AD pools with the aim of getting a debilitating effect marker on the enemy, and from there popping the heavier hitters on the unit. 

 

Thats my experience so far at least...

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So except Leiathans Directorate haven't nothing especially good? What about Works Raptor Recon helix?

Take the WR helix, I said in another post that having 2 wraiths and 2 WR witches squads is one of the most powerful builds in the game atm.

At the moment a Directorate opponent running the 2 wraith, 2 WR force can dictate play.

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So this list won the tournament at weekend:

4k

2 desolators

3 retaliators

3 retailators

3 informers

2 desolators

3 retailators

3 retailators

3 informers

Wraith

Grandcompany, 3 sweepers 1 Hq

3 witch interceptors

3990pts

We called it "operation T34 death swarm", the tanks just ground out an attrition game while the wraith and WR zipped about as AA and flanking/assault force. Anything that came near or dropped within 24 just sort of drowned in a tidal wave of plasma.

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I would be interested to know that too, we are a close range specialist, so are terrans, but they are tougher. I think i would try and use cyber and terror to kill them through disorder markers, rather than trying to punch through their shields all the time. And a well timed activation could make the world of difference.

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