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Nicius

Republique of France Tactica

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Hello fellow french Admirals,

 

I was wondering if some of the more experienced admirals of the republique would be willing to share there tactics with the rest of us. I'm just starting with the RoF after my fiancee gave a a french naval battle group as a gift for my birthday and I'm really starting to like the models (I usually play Prussian Empire). I haven't fought a battle with the french yet, but I'm trying to figure out what the best way of playing them would be.

 

Theory crafting and looking at the stats, I would say RoF have a more broadside approach with linkable secondary turrets. Heat Lances seem to be very powerfully and ships carrying these should be protected. When looking at the bigger ships I really like the Vauban, the La Rochelle and the Saint Malo (especially those mini subs look really nice). Not quite sure about the Couronne though. It has massive firepower, but lacks in defences.

 

From mediums, I'm liking the Dieppe as an allrounder, the Toulon for raw fire power and maybe the Epaulard for trickiness. 

 

French smalls seem to be more for protection then raw offensive power when compared to their prussian counterparts.

 

anyone willing to share some of his/hers thoughts and tactics?

 

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AS a player who faces the French pretty regularly, just avoid Heat Lances.  You don't need them, really. Win without them, prove all the French wrong!  But seriously, clouds and heat lances seem to be some of the strongest parts of French Doctrine.

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I've ordered a blister of toulon, but only two ships arrived instead if three. Waiting on Spartan to sent me the missing one. With the complete squadron of toulons, I have three heat lance units : a cherbourg, a Courounne and the Toulons.

Next on my list is a La Rochelle

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So no further pointers from the senior french admirals? I guess they're all of drinking wine :)

 

Still some further questions :

 

  1. How much protection does a cloud generator give to Magenta mk 1. I'm looking at purchasing either the Skimmer flotilla or the Attack flotilla  with some unused credit at Wayland Games. I'm like the Skimmer flotilla a bit more at the moment because it gives full squadrons of units I don't have already (Magenta Mk1, Marseille, Alma), but the Attack Flotilla has so much Heat Lance goodness....
  2. How good are the Marseilles and the Alma's actually? I've had some bad experiences with Rievers, so I'm a bit weary of light cruisers. Alma's can be nice combined with mortar units such as the St Malo and the Epualards.
  3. What's the preferred ratio for heat lances to "normal" gunnery? I have three heat lance units at the moment; a Couronne, A Cherbourg and a Squadron of Toulons. All of these seem a bit fragile (expect maybe the Toulons). Now, I'm used to screening my delicate death star units with PE, but still I might want something heavier with a heat lance. Since I can't find a model of a Magenta Mk1 with a heat lance in a box (I want to use my credit at Wayland Games and they only have box sets) or anywhere, I'm "stuck" with a gunnery Magenta.
  4. I'm planning on running a Vauban eventually to replace the Couronne in bigger games. With my current load out this would reduce my Heat lance units to two (Cherbourg and Toulons). Is this still enough to deal with the bigger units, my main opponent uses KoB/Raj so his big ships are intimidating? I'm hoping the raw firepower of the Vauban is enough to compensate the lost heat lance on the Couronne.

 

Thanks in advance!

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All right, while I'm no senior French admiral, I've used those guys for a long time now, so maybe I can help you get started.

 

In general: The things which win battles for us are heat lances and the ridiculous toughness of ships which look like they are made of paper.

Heat lances can threaten anything on the board because of the piercing rule. Even if you don't always crit whatever you  aim at, most of the times, you will hit the DR and cripple the enemy ship, maybe even before it activates. So bring lances, they're worth it.

As for toughness: Retardant armour + Cloud generators are gold. While retardant armour has lost lots of its protective potential, in combination with being hit on 5+, the French ships can take lots of fire. They will never be as tough as Japanese CR-monsters, but especially the ships with lances can take a licking and still keep going strong.

 

The thing wich loses us battles is boarding and the insane amounts of dice other nations' guns throw at us. When it  comes to gunnery, you will be outgunned in 90% of the times, but fortunately, you can get into RB1 and let rip with your secondary weapons which will give you better chances to hit than you opponent. Im combination with our boarding weakness this leads to a delicate act of balancing: On the one hand, we don't feel too bad in RB1 since our secondary weapons give us good chances of dishing out more than we receive, on the other hand we don't want to do boarding.

 

This leads to the following game plan for me:

  1. Use lances and RB 3+4 turrets to damage the nasty buggers as soon as you can. If you manage to take 2 or 3 HP from a dread / bb or other nasty stuff before it reaches its sweet spot, you have good chances of winning the slugfest due to secondary weapons which are in case of the heat lance even redoubtable.
  2. Everything which doesn't throw enough dice at RB 3+ is tasked with elininating potential boarding threats: Damage and sink cruisers and reduce frigate or corvette squadrons.
  3. Once it gets close and personal much depends on the damage you have dealt so far and your order of activations. I usually activate the lances first in order to cripple the big stuff with poercing crits before they activate. I once managed to keep an FSA heavy BB on half AD for 90% of the game. Neat.
  4. If you face a full enemy boarding squadron try to reduce it as much as possible to cause a break test before it activates. If you're lucky, they will fail the break test and you're safe for one turn, if not, you have at least reduced the number of boarders coming your way. Same goes for cruisers but with them it's pretty hard to sink one in one activation. For instances like this you have boarding threats on your own: Throw the AP of four Lyons/Almas/Chevaliers/Requins at one or two ships and reduce their number of AP. I have no problem sacrificing a complete of Requins in order to board on FSA heavy cruiser which would usually bring 5 (or even 6? I forget) AP to throw at my exepensive stuff. I find that neutering boarding threats before they are in range of the good stuff leads to a way more relaxed late game^^

The ships I usually use to do that should have lots of different weapon systems in ordr to cripple as many opponents as possible:

- the Tourbillon has broadsides, turrets, rockets and bombs which leads to lots of options. You can also link turrets and broadsides for respectable firepower against BBs

- the Cherbourg brings three lancettes and a broadside which means it can take a squadron of smalls on alone or attack everything on the board with a linked lance attack of doom

- Lyons can attack multiple targets and offer some AP to soften up potential boarders

- Magentas can attack multiple tragets but are generally too weak to go toe to toe with other heavies

- the Vauban can give lots of different targets hell (2 broadsides, 4 turrets, 2 rockets) but suffers heavily from damage

- the Charlemagne offers heat lances in two directions + broadsides and 2 turrets + rockets - nice

 

These ships can attack multiple targets per turn and cause break tests or damage more than one unit per turn. So with one activation you can soften up or even cripple more than one unit. Other ships are more prone to attack one target per turn and reliably cause damege. Of course some ot the ships mentioned above also fit this category, but the following ones are harder to use on more than one target in my opinion:

- The La Rochelle deals pain to everything heavy on the board, but is at it's most effective when hunting one target and throwing everything at it.

- Toulons: Pick a target, kill it, rinse and repeat. As long as they are not boarded sometime during the game, they are hell for heavys. Their broadsides are ok, too, but often I can't find a target.

- Epaulards can blast small squadrons out of the water or link for one gianourmous indirect attack on a heavy ship. Corrosive mortars for the win. Unfortunately they need Almas or Furieux to work

- Chavealiers are one of the few rockets units in the game which are actually dangerous. Throw them at a unit of smalls and watch it suffer or link fire for whuppin 18AD on a damaged heavy

 

I have't tested the St. Malo in more than two games so far, but for me it so far suffers from not really excelling at anything and having a nearly useless mortar which can't do anything well. But I'd rather put it into the latter category and use it to hunt mediums.

 

To answer your question about Almas and Toulons:

I like Almas because of the synergy with the Epaulards. Since my opponents usually don't want to suffer from the mortars, they use lots of firepower on the Almas which I count as a win. Stil, I only use them in bigger games since they are quite expensive for not that much firepower.

Marseilles are in my opinion the worst ship in the game and a disgrace for the French fleet. They can hunt smalls, yes. Usually the smalls hunt them, though, since they are made of wet paper. I've tried them four times now in 2.0. and every time they were killed by smalls wihout doing anything. So I hate them, but others here have made better experiences with them apparently.

 

Vaubans and gunnery Magentas have similar strengths and weaknesses: The have lots of firepower from RB4 on, but once the shells start flying they lose that firepower very quickly. Of course the Vauban is a tough nut to crack - but once it has lost two HP, you have a good rocket battery and that's it. So while it yet has to go down in battle, I don't think it's a must have unit. Furthermore, I don't think it can take on other dreads one on one.  We have other stuff to do that, but for me this poses the questions if I need to spend the points on something which has to look for weaker targets.

 

Hope I could help a bit at least. Good luck with the Frenchies

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Thanks for the write up The Hamster! This helps me a lot. I'm still on the fence about the Attack Flotilla vs Skimmer Flotilla but I'm leaning more towards the Atack Flotilla now. I do have 4 Epaulards on the painting tables (next to the Toulons and a Vauban) so there might be some synergy with the Alma's but the Vauban is expert spotter itself and I can always launch a spotter SAS.

 

I'm guessing a La Rochelle and a couple of Cherbourgs would go nicely with the Vauban.

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Greetings Nicius!  Like Hamster I don't consider myself a Senior French Admiral but I have some experience:

 

The French fleet, does it need Heat lances?  Noooo ... but they really help cover the fleets weaknesses. The French big gun fleet tends to have great firepower but even a few hit points down can greatly hamper it.  As Hamster said the French don't like boarding all that much (there are exceptions) and the heat lance is our primary answer to that.  Every time you hit with a lance you put a fire token on a ship, spread those around a bit and you're enemy becomes a lot less dangerous in boardings.  The piercing ability allows us a bit more breathing room as well since the "mini"-crit can greatly interfere with the targets move, or firepower, or shields.

 

The cloud generator I find to be really important, my primary opponents are FSA and Russians, they likes them the buckets of dice.  I have found only being hit on a 5+ to be better than a shield save.  It makes our capitals as hard to target as our smalls, so if you leave a sacrificial unit a bit closer many opponents will target it instead to maximize their damage.  It also means we can hide our ships without a cloud gen. behind those that do and survive the tactic better than other people.  I like using a Couronne and Ecuyer for that trick.  I put the Ecuyer between the Couronne and the enemy fleet and hide two Cherbourg behind the Couronne.  The Ecuyer helps break line of site to the Couronne making it harder to kill and any TFT's that come around will not stay long.  Using this tactic I have gotten a damaged Couronne and two undamaged Cherbourgs into my opponents fleets several times.  Without the cloud gen. it would be a far more punishing tactic.

 

I have to run but I will post more later.

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I honestly feel that unless your strategy involves needing one of the other generators the cloud is our best option.  Making a battleship or dreadnaught as hard to hit as a small is really helpful. 

 

The Alma can be surprisingly hard to kill if used right.  With Hit & Run and plenty of cover (from your own fleet if necessary) they can put out a decent amount of hurt and evade retaliation quite well.  Though a cunning opponent can negate their advantages.  Overall I find they are harder to use and do not put out as much firepower as Lyons but can avoid damage using H&R while attacking from angles most people thought safe thanks to skimmer.

 

The Marseille is like the Alma but bigger.  It dose not have small target though and as such it loves cover even more than the Almas do.  If used right a full squad can drop 21 dice on a target at range band one from a direction your opponent thought safe and escape.  If they cannot get away though they are mulch.  Like many ships in the French fleet the Marseille is a glass hammer it takes good timing to get the most out of them and even better timing to get them out alive.

 

As to your number 4 the Vauban fills a different role in the fleet than the Couronne.  The Couronne wants to be up the board exchanging fire with enemy ships and getting its TFT's recycled, the Vauban prefers to sit father back and act as more of a fleet command ship.  You can put a GNE enhancer on it to boost your Alma and Marseilles speed to allow for farther ranging H&R attacks while throwing a large amount of dice with it's big guns.  It is something that really comes down to play style and what you would want the role of your carrier to be.

 

The French fleet is more of a scalpel then a hammer.  Pound for pound the French fleet is not as powerful as the other fleets in the game, what I find it accels at is putting a lot of hurt on one target at a time.  An all gun Magenta, the La Rochelle, Cherbourgs and other ships tend to be best when putting all their dice on one target and burning it down.  The fleet has very few ships that want to or can survive getting into the middle of an enemy fleet and blasting away.  The British/Raj and others can push forward firing in every direction but the only ship we really have that can do that is our dreadnaught. 

 

Oh and the Dieppe is a fun little vessel, give it aggressive crew and watch your opponents face when you steal a battlecruiser or something with a fleet that tries to avoid melee :D .

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I agree with  virtually everything said. I was a hard sell on the Toulons as they are expensive and a shot magnet. However used in a flank or with good approach cover they are deadly. Consider shaping the battle by putting them in the advance zone behind some cover. 20 heat lance dice- ouch! It should influence his deplyment. The Cherbourg is a favorite,  As with most BCs also a shot magnet, I usually plan on losing  most mediums with a heat lance.

I usually consider the Couronne the heart of the fleet. Always pay for the cloud with it. The Magentas are now excellent for the price. The all gun version needs to be screened course. I have had good success with the Epaulards and the St Malo. The Corrosive mortar are nasty and they can stay out of LOS and at range. Excellent at hunting Cruiser boarding threats. The subs from the St Malo have been very useful, especially at shooting smalls. I have found the Furieux to survive to be in effective range. Not a fan of the Almas under 2.0. I find other spotters.

Note on the Ecuyer as an attachment- when it is sunk your large or massive ship will have to take a break check for 50% loss--two passes.

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I you're playing 1250 pts.+ try out the charlemagne, it's a beast! retardant 2, CR 13, cloud gen... it's not for the faint of Heart or low of AD to get through that, believe me :)

 

While you don't NEED to spam heatlances, I definitly think you need to bring some... the piercing effect + pinpoint accuracy is simply very good. I spam heat Lances as I think, that after the speerschleuder it's the best weapon in the game, and the PE speer only ranks above due to it's ridiculous synergy. Hence i usually bring a charlemagne, 2 cherbourg and 2 couronne in a 1500 pts fleet as my central ships. that amount of heatlances can bring a fright to anyone, just beware the 70 % of enemy fleet, fleet order as the amount of strategic objective is a serious factor when you bring 300 pts in stragetic value :P but try it and witness the power they bring... :)

 

generally i find the RoF's small hunting ability as the weakest, only their destroyers do it well, but they only have one weapon system counter to the japanese or fsa rocket destroyers, so not too fond of them. The epaulards do it well with 9 dice * 2 in good rangebands, but it's so tempting to use them on larges as well due to corrosive, it's mostly a matter of your opponent and the field of battle.

 

As for smalls i've become very fond of the requin simply to board your opponents best boarding units before they board you... if you do that, you have a very good chance of cripling their boarding potential, which along with your ridiculous high AA will make sure they don't really board you after that.

 

I dont find the current french air fleet as strong as in the earlier edition, so generally just bring more of what I like from naval. (more heat lances) but still giving the Voltaire a chance from time to time, though its days of "55 pts a piece"-glory are over (which is fair enough, not a single tester (incl. myself) talked against this)

Your favoured rangeband IMO is typically RB 2 as you don't gain that much gunnery from entering RB 1 and your heat Lances just got incredibly good compared to your opponents guns in RB 2, furthermore, your cloud gens should still keep you safe here unlike RB 1. Though when that is said, you will generally be able to enter RB 1 with your most heavy ships (note that the couronne is not that heavy though it's massive and everything, it's the ship I Iose the most, since it's dangerous as hell but not that tanky (+ stratetig value)), though as said earlier, you're vulnerable to boarding specialist same as any other nation, though your redoutable AA will help your damaged ships.

 

try the cherbourg, not just one, but in pairs or triplets ;) they're insanely good and dish out a lot of AD to their very last HP... so much damage for so few points.

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Apologies for lateness, but here it is:

 

St Malo

Advantages:

Difficult to hurt.

High Ack Ack (even for RoF).

Multiple attack angles

2 activations (comes with subs)

Access to torpedoes (via subs)

Fantastic long ranged firepower

Forgiving fire arcs.

Doesn’t really need many upgrades.

 

Disadvantages:

Base price is high, gets really high with upgrades.

Swift degradation of firepower when it takes damage.

The miniature itself is huge for a ship of that size. “crossing the T” (getting both broadsides and turrets in) is difficult.

Slow for a RoF large.

Low CC, yeah I am grasping at straws here. With a few exceptions (Dieppe), all RoF have relatively poor CC.

 

 

The St Malo is designed for asymmetric warfare, that is, engaging the enemy on unconventional terms. It is designed to attack the enemy sideways on from a distance then get the hell out. The fluff mentions that it messes up convoys which sort of gives you a hint as to its main prey being mediums.

 

And what an unconventional ship she is. Strongest at range band 2-3 and featuring multiple angles of attack, including mines and the rare French naval bombard. The Malo also features a cheeky compliment of subs and the ability to bump its stoic crew to elite.

 

The first thing I will point out is how nails-hard tough the Malo is! I often use the Malo as my Commodores vessel in tournaments. It sits back for a few turns stripping battleships, blasting cruisers and occasionally lining up what I call the Saint’s Suckerpunch (see later). Then Dashes forward for a killing blow. I was recently using Russians at a tournament at the fantastic Waugh games (plug plug) and one of my opponents put a Saint on the board… I couldn’t kill it with Russians! Cloud generator and Retardant 2 means 2/3rds of your dice will fail, and the first two sixes will only count as “blue” and not explode. This-is-immense and I will give you an example from my experience:

 

12 dice for me is the minimal number against larges. It is often enough to do a point of damage on a decent roll and a crit on a good one, depending on what I large I am aiming at. Against the Malo 12 dice will get you 4 successes. Out of those the hypothetical 2 sixes won’t push the result above 6 successes’ making on a good average roll only a point of damage. With no roll ups there is no chance of further rolls making the Malo incredibly difficult to Crit. Coupled with redoubtable ack 8 you can forget rockets even scraping the paint. The low CC is offset early in the game by a dirty trick to protect you from torps. Here’s how:

 

Line the Moustique subs underwater in front of the St Malo. Due to line of sight ruling for torps  your free  unit of mini subs gets hit instead MWAHAHAHA!

 

The Malo has fantastic Range band 3 firepower. 8 dice turrets that link with 8 dice broadsides (12 dice) will crit a lighter battleship or medium. The Malo also has a second turret to fire away and if you are skilled, get an additional broadside. The half decent corrosive bombard is also nice. All dice get better at range band 2 but don’t rush in. RoF are the faction that cuts away for two turns at the enemy then dives forwards to finish him. The Malo plays like this. Hit em from a distance then later dash forward. Due to its design and position of the offset turrets the Malo has a dirty trick, one I coin the Saint’s Suckerpunch:

 

Look at your St Malo miniature. See how the offset turrets are a good half inch receded from the fore prow. Look how the offset angle of each turret begins and ends and note their arc of fire begins/ends the same as broadside arc. Both turrets can contribute to one broadside at the same time! Measure broadside diagonally from the tip of the prow and get it dead centre on the middle of the enemy vessel you want to perforate.  One turret will be in arc with the broadside, will see the centre and one point (usually fore) of the enemy. The second turret will be out of broadside arc, but because of the design will have centre point of the enemy AND the other point (probably rear) of his ship. As all three weapon systems have two points of the enemy you can have them all linked.

 

That makes for two turrets and one broadside. At Rb3 that is 16 dice, at RB2 that’s 19! Try it and lose friends.

 

The big disadvantage is one KoB players used to be familiar with in version 1.1. The Malo has the bad combination of relying on multiple weapons and not having redoubtable. This leads to swift degradation of firepower if the thing is damaged. At half damage the Malo is down to a maximum potential of 14 damage, at range band one even using the Saint Suckerpunch. Every point of damage takes a potential five dice from its systems (including Bombard).

 

As mentioned the best way to get the most is to hold back for a turn or two and try not to get too close until you have weakened the enemy. Central deployment is okay but that’s where you probably want heat lances. The Malo can flank, weirdly it’s extremely good at it and can poop mines to prevent flankers as it goes. The Malo can also board, especially with 8 elite upgraded crew. The issue I have with this is that boarding is a very risky prospect for a large. If it aint a certain thing, you may lose the ship that turn if the enemy counter attacks. Of course if some Requin Corvettes have a crack first and strip enemy AP, it is an option. 

 

This rant is already too long so going to leave it there. Any question put em’ below or message me.

 

I hope this is of use to some folk.

 

likeAsir

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Everybody, thanks for all your input and tactics!! Hopefull next sunday I'll have my first outing with the french on a 800 pts three way witj KoB and Raj. I have my dull naval battle group painted right now and am working on a toulon squadron and a squadron Epaulards.

I was wondering what your favorite heat lance unit is? I currently have a Cherbourg, a Couronne and a squardon Toulons.

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Cherbourge. Because it has multiple lances. Flank it in and have it bissect a unit of smalle or cripple a medium unit in one turn. 3 heatlances, fury gen and broadsides will do harm.

If you don't flank, Just use terrain and bigger ships to hide it as its a bullet magnet.

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cherbourg, it's crazy good :) i never flank it, as I like to just deploy it pretty far back and use its advanged engines to plow 10" forward late in the first turn... se if you can link the 2 forward turrest for 9 dice in RB 3 at something, then next turn rip a hole in something large with 18 piercing+pinpoint accuracy dice in RB 2 :D

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I found Toulons over priced. They are decent at boarding but are difficult to hide.

 

The Couronne is a fantastic ship but very vulnerable. DR 5 crit 8 is poor even with Cloud gen and retardent 1. With the strategic MAR it yealds a lot of points if sunk. Dont get me wrong, It a great ship at a great price. I have taken two to tournaments to guarentee 6 activations turn one and provide air domination. The 13 dice heat lance is great but this is not a front line ship.

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Line the Moustique subs underwater in front of the St Malo. Due to line of sight ruling for torps your free unit of mini subs gets hit instead MWAHAHAHA!

 

 

This is not actually true because only models on surface can block torpedoes.

 

I also can't agree that St. Malo can do sucker punch shot because each arc of fire (broadside, l.turret offset and r.turret offset) has 45 degree angle against hull and there are spaces between weapons. If you imagine parallel lines from each weapon you'll see that one of them always cross only one point of the ship (remember that you need two points to be able to shoot or a central one).

 

Then about Toulon and Cherbourg. For me it depends on available points and what I wanted from my ships. If I wanted (or forced because of low points) to have a squadron that can both hit hard and is a boarding threat I take squadron of Toulons. Otherwise I prefer to use 2 x Cherbourgs + Dieppes, because this mix has good ranged firepower, boarding potential and is able to deal with submarines.

 

The one last thing about Cherbourg is that it's best work when in pairs, because Cherbourg is a fire magnet and will not last long let alone.

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Hmm, there seems to be a lot of love for the Cherbourg here Which is great because I love the model. However, my experiences with the Koningsberg have been less then stellar. So what do most people prefer for their large selection (since we have a lot of larges in our ORBAT). 

 

Since we'll be playing a three-way game with someone how never played Dystopian Wars before, we're using small fleets at 800 points. I'll be bringing both the Malo and the Cherbourg and maybe (if I finish them on time) my Toulons. I'll report back to you how it went.

 

@ likeAsir: Thanks for the extensive write-up on the Malo. I wasn't quite convinced about this ship at first (compared to say a Kaiser Karl), but now I'm eager to try it out!

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Hmm, there seems to be a lot of love for the Cherbourg here Which is great because I love the model. However, my experiences with the Koningsberg have been less then stellar. So what do most people prefer for their large selection (since we have a lot of larges in our ORBAT). 

 

Well, it's not surprising. There are not so many ships capable to obliterate a squadron of smalls or a medium ship in one go as Cherbourg can do.

 

As for larges it depends on preferred playstyle and points limit.

If I really hate somebody or go after victory I can take Voban. It's a killing machine that is throwing destruction in 360 degree arc around. And it's also a large carrier, so you'll have somebody to watch for your tiny planes.

 

I used Charlemagne many times and I like it, especially when you float it between enemy ships. To see the face of your opponent after minute of you rolling attack dice just to say that it was the first side of your ship and here comes the second worth it's weight in gold. But I wouldn't recommend to use it in games below 1250, because there is a great chance to loose just because opponent had taken your dreadnought as a prize.

 

Prior to appearance of Saint Malo I regularly used La Rochelle as prime battleship, but since I put my hands on Malo, I prefer to use it. Possibly it's because I like it design and concept. And beautiful tiny submarines.

 

I like updated Magenta. It's a cheap, fast and very customizable battleship. Usually I use gunned Mk1 Magenta for long range covering fire over other ships, or a pair of Mk2 with heat lances, fury gens and aggressive crew leading my boarding flotilla of Requins, Dieppes and Toulons. 

 

I don't like Couronne because it's too fragile and quickly became useless as carrier because of the damage. I prefer to use Tourbillon instead. It's much more durable and can shoot over obstacles which sometimes comes in handy.

 

Hope this helps.

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So, my first battle with the French went reasonably well considering it was a three way with little terrain versus Brittania and Raj.

For 800 pts I took the following ships:

 

St Malo

Cherbourg

3x Toulon 

4x Lyon

5x Requin

 

The St Malo preformed reasonably, soaking a lot of firepower from a Canda Monitor, Devak Cruisers and A Raj battleship. She took out a Devak cruiser and landed a kill shot on a Lord Hood with her bombards. The mini subs  crippled another Devak and the Canda Monitor.

 

The Cherbourg god a nice salvo on the Lord Hood, but afterwards was crippled by the Devak cruisers. However while crippled she still had enough firepower to blow one of the Devaks out of the water.

 

My Toulons managed to crit a Brittanian heavy battleship but suffered heavy in the return fire. Still some survived to do some damage afterwards here and there

 

I overexposed my Lyons to early and the squadron got hit by both of my oppononts. Still nice to have long range torpedoes on an escort

 

The requins boarded two Devak cruisers, but in the end didn't do that much. I'm not totally convinced on these ships, they seem to be a one hit weapon.

 

It ended in a draw between me and the Raj player (we where playing with objectives)

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I'm going to try some units I almost never play tomorrow evening against the americans.

I'm going to take the following list:

- Vauban with Cloud generator and Nullification generator

-Magenta Mk 1. with Heat Lance, Cloud generator and Aggressive crew

- Cherbourg with Fury generator

- 3 Dieppe with Aggressive crew

- 3 Marseille

- 4 Lyons

- 5 Requin

The Vauban and Dieppe will form the main line, able to trade fire with the americans from RB3.

The Marseilles I am not sure of if they will perform. They got some nice RB1 output if they arrive unscathed. Which is a problem against the americans since we don't have a lot of terrain for them to play with. Ergo I am going to try to flank them. The problem with this then is that the enemy knows in advace which flank they deploy on. But if they avoid the entire flank it means they can spread out less and use their superiour long range firepower so even the worst case scenario is a bonus.

The Magenta, to me, seems like a nice ship, but due to having low Retardant Armour doesn't seem like a front line fighter. That combined with it's speed seems to me like it'd work nicely on the flank the Marseillea don't deploy on, able to deal with any mediums or smalls that are on that flank.

The Cherbourg and Lyons will deploy according to which flank needs support the most, hopefully able to use terrain as much as possible.

On a personal note I am really starting to like the Dieppes. They are fast in a straight line, have some nice RB3 turrets and come with a good supply of AP. Only the Torpedo Turret is nothing to write home about really, but it's there and usefull in a pinch. It's the first time I use them as Aggressive crew. If the enemy brings a dreadnought, some RB3 fire and a one-two punch by the Dieppes and Lyons should secure it as a prize.

I'll let you all know how the units performed.

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As I said I like them a lot. They aren't super tough or have amazing AD values (though being able to ping a dreadnought or crit a carrier at RB3 is undeniably usefull) but they have a bit of everything. With two turrets you don't have to worry about manouvering, they are really fast in a straight line and as they don't need to link as much their AD suffer less than other vessels (just look at the poor Marseille). Even limping away at 1 health they are dangerous, and reliable vessels.

Granted, the Toulon is a much more powerfull vessel but a Toulon cannot deal with RB1 flyers or submarines, and a Toulon only has 2 CC.

I also don't leave home without a unit of Requins these days. Combined with Dieppes they are a force to be reckoned with that can reach out and touch dangerous vessels in places they don't wanna be touched. They are one trick ponies, but it is a really good one trick. You do need experience with boarding to make the most out of them of course.

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