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Garthim

Syndicate Standing Alone?

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The Phantom and Spur class class have nice long range punch and SRS capacity, the Wraiths can dish out the firepower to hurt twice their number in a head on fight with other mediums, and Shadows are nice turret bearing frigates that also act as escort to the Spur and Phantom.  They can be a full fleet as they do have an allocation for all tier slots for small and bigger games but of course lack variety, are a little squishy, and pricey.

 

Stories of using the Syndicate as a stand alone force or general thoughts on the idea?

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Not one person run a pure Syndicate fleet (no traders) and have a story to tell against or in favor of them?  I know they have a good record as mercs for the core factions, which makes me wonder if this is the communities way of saying they dont do well as a pure fleet.  

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A friend of mine uses them alone in PF. They rock, as the accompaniment frigates are kinda extra weapon systems. And who cares about a frigate, when there are strong capital ships shooting you.

At 1200 points though he did bring a TL drea...err...battlestation. But usually just two Phantoms.

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The one problem I had the couple times I've used them is a lack of indirect weapons systems.  The combination of direct weapons only, multiple weapons linking together on our big ships, and a lack of weapon shielding means that Syndicate ships suffer from a real lack of late game firepower - they can be badly crippled by damage to either hull or crew.

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I been using them quite a lot these couple of months and here are my impressions:

Phantom battleship PROS: good DR CR and can have 3 shields,good maneouvering ability with turn limit 1, also has 4 SRS capacity and can be upgraded to 6 (recomended) for me optimal setup is 2 interceptors and 4 bombers, when you get frigate escorts wich I strongly recomend this ships dishes out a lot of pain in a lot of directions, also has decent PD ability with this setup.

CONS: no secondary weapons of any kind other then SRS, bit slow but its a BB its not supposed to get anywhere fast, range is kinda limited but as you close in things tend to get much better.Bad weapon upgrades with decimator beams and countermeasures, kinda low AP.

Optimal firing range: 12"-16"

Best used:Admiral ship, shunt entry, battle carrier

 

Spur battlecruiser PROS:decent firepower for a BC, can carry up to 6 SRS making her a light battlecarrier, can get 2 frigate escorts wich upgrade her allready decent firepower, also decent DR and CR.

CONS:Cant be in a squadron of 2 like most BCs wich is a huge drawback, slow for a BC without the speed upgrade, cant have more then 2 shields, draws a lot of fire due to the fact she is not as tanky as phantom and doesnt have the speed to shoot and scoot like most BCs.Bad weapon upgrades, with decimators and countermeasures, low AP.

Optimal firing range:12"-16"

Best used:  shunt entry unit, auxiliary battle carrier

 

Wraith gunship PROS:Good speed, good firepower, decent protection with 2 shields good CD DR and 5 hp, very decent PD for a tier 2, nice low turn limit.

CONS:bad weapons upgrades and as with all syndicate ships no secondary weapons too speak of, low AP.

 

Shadow frigate PROS:Good speed, excellent firepower in turrets no less, has shield

CONS no secondary weapons

 

Overall the syndicate fleet kinda gives me the impression of low range tier 2 brawlers wich needs to get into firing range as soon as humanly possible but you suffer greatly when boarded due to low AP.

Firepower is very decent if you can get into combat intact, wich doesnt happend with many of your ships but can be done if you play smart and focus fire.

 

I got only 3 real issues with them  in this particular order 1st: the Spur BC,  that ships really needs a bit of rebalancing, it really needs to go in pairs as Syndicate dont have Dreadnoughts these in pairs can be a good substitute, or increas its speed to make it a real BC hunter killer not a semi BB, being half way just doesnt work.

2nd Weapon upgrades are bloody horrible for Syndicate, they are allmost useless on any ship, other then a 5 10 point sink when you have spare points, other than that I allmost never buy them.

Spartan should change at least their beam upgrade to High energy, corrosive, precision strike  or something to make it actually worth while to get upgrades on ships.

3rd lack of secondary weapons is really felt in late game I know its their trademark but I think it can be worked around, its not unplayable but in my oppinion you could get an option to swap some maybe some weapons for torpedoes, maybe swap gunracks on phantom and spur for torps or something like that.

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Thanks for that write-up, Commander Kane.  You should probably re-post it in the Pinned Syndicate thread.

 

While I appreciate your frustration with the intended weaknesses, I can see how the Upgrades could be worth it, and potentially mitigate them.  With Countermeasures and Decimator Beams (!), the obvious goal is to get right on top of your opponent and land a Crit.  This will force them to take a Disorder check, generally requiring 3 successes to pass.  The odds of failing this are almost 60%, and being Disordered sucks because:

 

All SRS Tokens forced to land

Can't Launch Assaults

No Linking/Combining fire or PD

 

Of course, getting within 8" and landing that Crit is problematic.  The Battlecruiser has, at best, 9 AD at that range, which is unlikely to Crit anything except a Tier 3 Squadron...in which case you don't need Decimator Beams.  Just kill 1-2 Smalls and they'll be taking a Disorder Check anyway against Countermeasures.

 

Too bad that Turret cant get a Decimator upgrade...  Then you'd make Oroshan and their 10AD Decimator Torpedoes jealous with a 15AD Decimator weapon at RB2 and really scare everyone.

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I will have my Wraith conversion ready by the end of the week :D Will post it for comments.

Shadow is only in concept phase.

 

Nevertheless, as I am very pleased with the Wraith, I might keep the Syndicate.

 

Back on topic, though: the Syndicate, as all Marauder factions (or any minor race) is not to be played solo, but in a combination of the various factions. Each has its own advantages and disadvantages.

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Not one person run a pure Syndicate fleet (no traders) and have a story to tell against or in favor of them?  I know they have a good record as mercs for the core factions, which makes me wonder if this is the communities way of saying they dont do well as a pure fleet.

I just havent been able to get a game of firestorm in for about 3 months

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I think that Syndicate can normaly faight against every nation with only this ships : Phantom, Wraith, Shadow. They have the best def/firepower rating in game and maneuvrability is one of the best for BS and Frigs. They realy can dish out so powerful salvoes first, that for remaining enemy will be dificult to beat Syndicate good defence. But you must play smart and dont go in situations, where you can get first concentrated  hit from enemy.

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