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Nicolas Eymerich

Directorate VS Aquan: need advices

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Arriving too late is always a risk for reserves, but remember you can spend a battle log to bring them in, so there's a 50% chance of arriving on turn 2, and it just goes up from there.  Bad luck happens, but in general I reserve almost all my smalls (outside the Terran and Directorate torpedo throwing ones) just because they are too easy to shoot up otherwise anyways.  So they make great units to slash in and ruin a campers day later.

 

Ditto for the shunt table.  You roll 2d6, sometimes you'll get a crappy result.  More often than not though you'll be fine.  And of course if he's camping closer to one side you can also flank (with the move of most smalls you can get into range of almost any camper) which has no chance of a bad shunt result.

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Great way to counter camping is using reserves, it doesn't matter if it's shunting or flanking, both is great. For this I use Enforcers. Unless you really have tons of asteroids or some LoS blocking terrain it's really hard to camp longer than just a few turns. The worst camping case is four Aquan cruisers with DT in a gas cloud...only SRS or mines can clear them. Another counter against camping torpedo cruisers is to bring Interceptors and keep the fleet together.

 

I really don't understand how can Shiva be such a problem...they are just 5/7(8) with one or two shields. I know it's tougher but nothing special if you have 13AD Nemesis, 12-16AD Deterrent and 10-16AD Abraxas. They should be destroyed in two turns, max. Maybe your rolls?

 

Table size...here it comes: Told you :lol:

It seems like you used too many LoS blocking terrain. Usually in our games we usually use 2 planets (4" gravity), 5 medium size asteroid fields and 2-3 medium size gas clouds. There is enough terrain to allow enough movement and manoeuvring, also there is enough to protect ships when closing, but not enough to keep them covered more than one or two turns etc. If your opponent can camp the whole game at the back without you being able to find a shot with your beams than he is either brilliant player or there is something wrong with the terrain. In general I would avoid placing gas clouds in the deployment zone as they are great camping ground for any fleet destroyers.

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I replay in inverse order :)

 

For table size, yeah, I know :P But we wanted to play at least one game with full gameboard per scenario type ;)...

And yes, maybe too much terrain for our board, we have to drop some planetiod and asteroid fields cause realy I was Impeded for 2 turn at least...

 

For Shiva: 2 turn almost Impeded, that's the cause XD Nemesis hitted them, 2 HP if I remember well, and another HP from Liquidator...Abraxas didn't fire at them cause was not good in that moment, and Deterrant with its 11AD from Beam + 9 AD form torps did 0 HP XD...but the fact is that my opponent focused all my fire with only one Squadron :(

 

And for the first question I imagine this scenario doesn't help struggle against camper due to his reserve restrictions :)

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You had Deterrent with two Liquidators, so why not link them together to get 16AD shot? You fired those Liquidator at something else? Get used to not roll well every turn and compensate for that as much as you can. Directorate suffers from this a lot with only one weapon system so you have to compensate for it with movement, better target selection and focusing your firepower. Every turn I select a target I can really hurt or even destroy - usually this is because position of several of my squadrons allow me to target it if needed. Think about Directorate as pack hunter force, they hunt together and support each other as much as possible.

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Yup, I tried :) 11 AD cause 1 loss 1 Liquidator before i can activate the squadron, and the other was Impeded (I failed Command Check when the came and scattered of 9'' behind an asteroid field :( )...Btw, I'll try again next time with less terrain cause I "lost" 1 turn of fire due to it :|

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Rule Questions:

1). On pages 86-87, the Wing Type stat blocks tell you if it uses the large or small Token for it. Fighters and Interceptors use the Small Token, everything else uses the Large Token.

2). Gravity Well and Full Stop. The Gravity Well adds +4 to the model's Mv Stat (increasing the minimum move), but then Full Stop ignores the Mv stat number and prevents the Model from moving or turning.

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Oh well, ty for clarification ;)...and now I'm thinking about another question (I think and think again after a game :D )...Energy transfer X state that I can increase my AD output of X fro 1 weapon system, and lower others of X...but if I use it for Starboard/Port I have to consider them as 2 distinct system (i.e. +X to Port and -X to Starboard) or are the same system (+X both)???

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Here's some of my thoughts on this:

 

First, on page 35 of the rules (game setup section) there is a paragraph about the Blind Fleet Selection optional rule.  Part of it allows friends to choose the scenario before the build their fleets.  This can help you avoid situations such as having a decent percentage of your fleet in reserve due to the Escalating Engagement scenario.  Blind Fleet Selection is meant for competitive tournament play.  For narrative and campaign style, or "common sense" engagements, try building your fleet once you know which scenario you'll be playing in.  An example of an engagement that isn't a "common sense" one is something like playing the Capture the Station scenario with a battlestation as the attacker (except Relthoza battlestations that removed their No FSD MAR).

 

Second, as a Directorate player myself, I try very very hard to think of the Deterrent not as a pocket battleship, or a really heavy cruiser, or even as a battlecruiser.  There is one role that my Deterrents have performed exceedingly well in, so much so that my friends truly despise seeing them on the field.  That role is one called Heavy Destroyer.  Once I started planning lists with this mindset, my success rates in games using the Deterrents went up by a good factor.  They are amazing at long rang sniping.  I know the Pinpoint Calculations TAC seems kind of lame, but, if you have a Deterrent (or better yet, 2) and a pair of Nemeses, that TAC becomes worthwhile at least once.  These vessels can throw 9 dice targeted strikes without the -1 to hit if you pass their command test, per the TAC.  This can be really useful early on, as 9 dice beams 20-30" away are not common in the game, and a simple hit with the Precision Strike MAR has a 50-50 chance to take out point defense for the follow up of torpedoes, impede the closest weapon arc, or knock out half their movement, all three of which can be rather disastrous to campers, in their own ways.

 

Third, I completely agree with Kurgan on the Directorate pack hunter mentality.  It works for most factions, but for ours it is almost a necessity.  1 point of damage or 2 with a critical effect scattered around on a handful of ships across a few squadrons is useful.  Vaporizing 1 cruiser and scoring a critical hit on another in one squadron is generally more effective.  Crippled Aquans squadrons can still lay mines and throw torpedoes to full effect even at 1 hit point and 0 crew remaining (provided they aren't disordered).  Energy Transfer can keep a crippled ship's beam dice still useful up until that ship is gone.  Try to set yourself up for the kills instead of spreading out your attacks.  If it seems like overkill, it most likely isn't.  If you don't have some kind of objective that needs to be covered (Hold the Waypoints, Capture the Station as the defender, or to a lesser extent, Recover Resources) make a little shark flotilla with your fleet, and scoot around the terrain making your kill shots.  I've never had great success sending my fleet after the enemy squadron for squadron, but when engaging one or two at a time with four to six of mine, and killing it (them) off, I've had more success.  Pick an edge of their fleet and sweep across to the other side.

 

Lastly for this post, bring interceptors.  Seriously.  Directorate PD sucks.  There is no nice way to say it.  Aquan SRS and torpedoes don't suck.  So bring interceptors because they will protect you better than your bombers will kill the Aquans.  If you really really still need to SRS-punch a ship, take fighters.  They can still stop most SRS and torps, and will still throw 12AD with 6 of them, with 6" more threat range than bombers.  This isn't a rag on bombers, I love them, just not against Aquans, or Ryushi, but that is another matter for other threads.

 

So, good luck in your battles with the fishies.

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Hi...thx for sharing your ideas werewyvernx :)

At the moment we still play with few SRS, so I don't need a big amount of Interceptors :)

I'll try again with Deterrent (I hope with more luck this time), and I'll try to use better terrains on the board ;)

I'll tell you when I'll play again :D

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Hi guys!

Today a new game, Border Clash Scenario...

Here the forces:

 

++ Directorate Fleet (Standard Fleet) (1200pts) ++

BattleCruiser (230pts)
····Deterrent Squadron (230pts) [Deterrent (115pts), Deterrent (115pts)]
········Rules: Reinforced (Fore), Superior Design

Battleship (270pts)
····Anarchist (270pts) [+2 WC (5pts), Dirty Secrets (10pts)]
········Rules: Dirty Secrets, Elite Crew, Reinforced (Fore), Superior Design
········Interceptor Token (25pts) [5x Interceptor (25pts)]
········Liquidator Accompaniment (40pts) [2x Liquidator (40pts)]

Destroyer Squadron (150pts)
····Nemesis Squadron (150pts) [2x Nemesis (150pts)]
········Rules: Reinforced (Fore), Stealth Systems

Gunship Squadron (170pts)
····Annihilation Squadron (170pts)
········2x Annihilation (170pts) [2x +2 MN (10pts)]
············Rules: Decimator Warheads, Reinforced (Fore)

Heavy Cruiser Squadron (Tier 2) (240pts)
····Justice Squadron (240pts) [3x Justice (240pts)]
········Rules: Reinforced (Fore), Special Forces

Frigate Squadron (80pts)
····Enforcer Squadron (80pts) [4x Enforcer (80pts)]
········Rules: Difficult Target, Reinforced (Fore)

Frigate Squadron (60pts)
····Enforcer Squadron (60pts) [3x Enforcer (60pts)]
········Rules: Difficult Target, Reinforced (Fore)
 

+++ wing (1200pts) +++

Battle Carrier (275pts)
····Dagon (275pts) [+1 Sh (15pts), +2 PD (5pts), -1" TL, Energy Transfer (Beam, 1) (5pts)]
········Rules: Beam Weapons, Energy Transfer, Secured Bulkheads
········Fighter Token (30pts) [6x Fighter (30pts)]
········Interceptor Token (15pts) [3x Interceptor (15pts)]

Battle Station (250pts)
····Vortex (250pts) [+3 WC (5pts), Minefields (4, 6AD) (5pts)]
········Rules: Beam Weapons, Energy Transfer (Beam, 2), Impervious, Maneuverable, Minefields, No FSD
········Bomber Token (30pts) [6x Bomber (30pts)]
········Fighter Token (30pts) [6x Fighter (30pts)]

Carrier (165pts)
····Triton (165pts) [+3 WC (5pts), Energy Transfer (Beam, 1) (5pts)]
········Rules: Beam Weapons, Energy Transfer (Beam, 1), Secured Bulkheads
········Bomber Token (25pts) [5x Bomber (25pts)]
········Fighter Token (25pts) [5x Fighter (25pts)]

Gunship Squadron (190pts)
····Shiva Squadron (190pts)
········2x Shiva (190pts) [2x +1 Sh (20pts), 2x Energy Transfer (1) (10pts)]
············Rules: Energy Transfer (1), Reinforced (Fore), Secured Bulkheads

Corvette Squadron (60pts)
····Snapper Squadron (60pts) [4x Snapper (60pts)]
········Rules: Elusive Target

Corvette Squadron (60pts)
····Snapper Squadron (60pts) [4x Snapper (60pts)]
········Rules: Elusive Target

Frigate Squadron (100pts)
····Sular Squadron (100pts) [4x Sular (100pts)]
········Rules: Difficult Target, Reinforced (Starboard/Port)

Frigate Squadron (100pts)
····Sular Squadron (100pts) [4x Sular (100pts)]
········Rules: Difficult Target, Reinforced (Starboard/Port)
 

I said "we play with few SRS"...and here we are XD

 

I played with both T3 in reserve (I decided to not Shunt Annihilations but put them in play from the beginning to increase my AD output from early game), meanwhile my opponent put 1 Snapper and 1 Sular in reserve.

My Admiral was the Anarchist, the Battlestation the Aquan one.

 

I deployed from left to right: Justice (CL on), both T1 in the middle and Annihilations+Nemesis (CL on) on the right...My opponent, from his left to right: Snapper and Shiva, then Battle Carrier and Battlestation, finally Frigate and Carrier on the right side...

 

On turn 1 both played Drives to maximum to buff Justice and Annhilation for me (10'' of base Mv is very nice!!!), and only his Carrier (he failed the command check to buff a second squadron)...in this turn one Shiva suffered 2 crits (with a corroded marker, but he reparaired it at the end of the turn :( ), 1 HP to his Battlestation and his Carrier...I lost 1 Liquidator of my Anarchist and suffered 3 or 4 Hp to 1 Annihilation....

 

Turn 2: 3 Frigate came into play for me :) he played Evasive Manoeuvres but I countered it with Dirty Secrets...at the end of that turn: 1 Shiva destroyed, second dmg to his Battlestation, half Frigate squadron destroyed and others dmg to his Carrier (hitted by my flanking Frigates and HC with no CL)...I scored also some dmg to his BattleCarrier with my Anarchist or Deterrents and I disabled with 1 crit and Cyberweapons its PD and Shields (but he repaired these)....I suffered others dmg on my second Annihilation, to my Frigates and HC...also I lost the second Liquidator for my BS and suffered 1 HP.

 

Turn 3: he played Focused Repair for his BattleCarrier and I played Firewall Breach to shut down his right side weapon system but I failed :( at the end of the turn my opponent conceded my the game cause I destroyed his Carrier and take half point of his Battlecarrier (we was 6/-2 for me) and, above all, we have played for too long time, we're still slow :| 

 

We had some considerations and doubts at the end, I invoke your knowledge:

 

1) If both players play one TAC, which is the order of resolution? In particular, we played in the same turn Focused Repair and Firewall Breach, in this case the order could be vital!

 

2) If a T1 model suffer half his initial HP, he has to make a Command Check?

 

3) I think we played correctly, but just in case I ask you: if I have a model with 2 SRS and I decide to make 2 Attack Run on the same target, the defender could use his PD once cause it's the same activation?

 

Then some advices about my fleet:

 

1) I proved Anarchist with liquidator, but I thik escort are still better, cause I could not use Liquidator to increase my AD ratio, and I suffered the few 5 PD on my BS :(

 

2) I still don't like my Frigates, good to shunt or flank, ok, but there are better T1 choice from allies with which you had better success?

 

3) I used Deterrent max firepower only first 2 turn, then they came in short range...in general, you tend to move them only 4.5'' or to put them in Full stop in turn 1-2? I deployed this squadron in the center, so I came fast in RB 1-2....

 

4) To counter all his offencive SRS (28!!!) which strategy is good in general? I could bring Interceptor only with BS and Carrier, but I needed Battlecruiser AD fire and HC fire&assault threat...so I have to drop these ships if I want more covering?

 

5) Possible Version 2 of this fleet: I think could be better drop 2 Liquidator from Anarchist in favor of 2 Escort, and replace +2 Mn of my Annihilation with

 

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Hi guys!

Today a new game, Border Clash Scenario...

Here the forces:

 

++ Directorate Fleet (Standard Fleet) (1200pts) ++

BattleCruiser (230pts)
····Deterrent Squadron (230pts) [Deterrent (115pts), Deterrent (115pts)]
········Rules: Reinforced (Fore), Superior Design

Battleship (270pts)
····Anarchist (270pts) [+2 WC (5pts), Dirty Secrets (10pts)]
········Rules: Dirty Secrets, Elite Crew, Reinforced (Fore), Superior Design
········Interceptor Token (25pts) [5x Interceptor (25pts)]
········Liquidator Accompaniment (40pts) [2x Liquidator (40pts)]

Destroyer Squadron (150pts)
····Nemesis Squadron (150pts) [2x Nemesis (150pts)]
········Rules: Reinforced (Fore), Stealth Systems

Gunship Squadron (170pts)
····Annihilation Squadron (170pts)
········2x Annihilation (170pts) [2x +2 MN (10pts)]
············Rules: Decimator Warheads, Reinforced (Fore)

Heavy Cruiser Squadron (Tier 2) (240pts)
····Justice Squadron (240pts) [3x Justice (240pts)]
········Rules: Reinforced (Fore), Special Forces

Frigate Squadron (80pts)
····Enforcer Squadron (80pts) [4x Enforcer (80pts)]
········Rules: Difficult Target, Reinforced (Fore)

Frigate Squadron (60pts)
····Enforcer Squadron (60pts) [3x Enforcer (60pts)]
········Rules: Difficult Target, Reinforced (Fore)
 

+++ wing (1200pts) +++

Battle Carrier (275pts)
····Dagon (275pts) [+1 Sh (15pts), +2 PD (5pts), -1" TL, Energy Transfer (Beam, 1) (5pts)]
········Rules: Beam Weapons, Energy Transfer, Secured Bulkheads
········Fighter Token (30pts) [6x Fighter (30pts)]
········Interceptor Token (15pts) [3x Interceptor (15pts)]

Battle Station (250pts)
····Vortex (250pts) [+3 WC (5pts), Minefields (4, 6AD) (5pts)]
········Rules: Beam Weapons, Energy Transfer (Beam, 2), Impervious, Maneuverable, Minefields, No FSD
········Bomber Token (30pts) [6x Bomber (30pts)]
········Fighter Token (30pts) [6x Fighter (30pts)]

Carrier (165pts)
····Triton (165pts) [+3 WC (5pts), Energy Transfer (Beam, 1) (5pts)]
········Rules: Beam Weapons, Energy Transfer (Beam, 1), Secured Bulkheads
········Bomber Token (25pts) [5x Bomber (25pts)]
········Fighter Token (25pts) [5x Fighter (25pts)]

Gunship Squadron (190pts)
····Shiva Squadron (190pts)
········2x Shiva (190pts) [2x +1 Sh (20pts), 2x Energy Transfer (1) (10pts)]
············Rules: Energy Transfer (1), Reinforced (Fore), Secured Bulkheads

Corvette Squadron (60pts)
····Snapper Squadron (60pts) [4x Snapper (60pts)]
········Rules: Elusive Target

Corvette Squadron (60pts)
····Snapper Squadron (60pts) [4x Snapper (60pts)]
········Rules: Elusive Target

Frigate Squadron (100pts)
····Sular Squadron (100pts) [4x Sular (100pts)]
········Rules: Difficult Target, Reinforced (Starboard/Port)

Frigate Squadron (100pts)
····Sular Squadron (100pts) [4x Sular (100pts)]
········Rules: Difficult Target, Reinforced (Starboard/Port)
 

I said "we play with few SRS"...and here we are XD

 

I played with both T3 in reserve (I decided to not Shunt Annihilations but put them in play from the beginning to increase my AD output from early game), meanwhile my opponent put 1 Snapper and 1 Sular in reserve.

My Admiral was the Anarchist, the Battlestation the Aquan one.

 

I deployed from left to right: Justice (CL on), both T1 in the middle and Annihilations+Nemesis (CL on) on the right...My opponent, from his left to right: Snapper and Shiva, then Battle Carrier and Battlestation, finally Frigate and Carrier on the right side...

 

On turn 1 both played Drives to maximum to buff Justice and Annhilation for me (10'' of base Mv is very nice!!!), and only his Carrier (he failed the command check to buff a second squadron)...in this turn one Shiva suffered 2 crits (with a corroded marker, but he reparaired it at the end of the turn :( ), 1 HP to his Battlestation and his Carrier...I lost 1 Liquidator of my Anarchist and suffered 3 or 4 Hp to 1 Annihilation....

 

Turn 2: 3 Frigate came into play for me :) he played Evasive Manoeuvres but I countered it with Dirty Secrets...at the end of that turn: 1 Shiva destroyed, second dmg to his Battlestation, half Frigate squadron destroyed and others dmg to his Carrier (hitted by my flanking Frigates and HC with no CL)...I scored also some dmg to his BattleCarrier with my Anarchist or Deterrents and I disabled with 1 crit and Cyberweapons its PD and Shields (but he repaired these)....I suffered others dmg on my second Annihilation, to my Frigates and HC...also I lost the second Liquidator for my BS and suffered 1 HP.

 

Turn 3: he played Focused Repair for his BattleCarrier and I played Firewall Breach to shut down his right side weapon system but I failed :( at the end of the turn my opponent conceded my the game cause I destroyed his Carrier and take half point of his Battlecarrier (we was 6/-2 for me) and, above all, we have played for too long time, we're still slow :| 

 

We had some considerations and doubts at the end, I invoke your knowledge:

 

1) If both players play one TAC, which is the order of resolution? In particular, we played in the same turn Focused Repair and Firewall Breach, in this case the order could be vital!

 

2) If a T1 model suffer half his initial HP, he has to make a Command Check?

 

3) I think we played correctly, but just in case I ask you: if I have a model with 2 SRS and I decide to make 2 Attack Run on the same target, the defender could use his PD once cause it's the same activation?

 

Then some advices about my fleet:

 

1) I proved Anarchist with liquidator, but I thik escort are still better, cause I could not use Liquidator to increase my AD ratio, and I suffered the few 5 PD on my BS :(

 

2) I still don't like my Frigates, good to shunt or flank, ok, but there are better T1 choice from allies with which you had better success?

 

3) I used Deterrent max firepower only first 2 turn, then they came in short range...in general, you tend to move them only 4.5'' or to put them in Full stop in turn 1-2? I deployed this squadron in the center, so I came fast in RB 1-2....

 

4) To counter all his offencive SRS (28!!!) which strategy is good in general? I could bring Interceptor only with BS and Carrier, but I needed Battlecruiser AD fire and HC fire&assault threat...so I have to drop these ships if I want more covering?

 

5) Possible Version 2 of this fleet: I think could be better drop 2 Liquidator from Anarchist in favor of 2 Escort, and replace +2 Mn of my Annihilation with +1Sh

 

That's all for now :)

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About your doubts:

1) As TACs are before the roll for initiative their use is simultaneous so you can't use Focused Repair to negate effect of Firewall Breach. Simple as that.

 

2) No, only if you lose half the initial number of models in a squadron. For a Tier 1 squadron that means loosing capital class models, so this is mostly for carriers only. Rulebook page 61 top right.

 

3) Correct, can use it only once. Rulebook page 88 left middle.

 

About your advices:

1) How can you not link Liquidator with Anarchist? You can do it and increase total AD? Why wouldn't you? The issue with PD is known but since you also bring SRS it is kind of mute as only rarely you will have them on board and actually rely on your base PD.

 

2) Frigates are Tier 3. I don't love them but they are not that bad. Unless you want to drop our Directorate TACs your only other option are Works Raptor Tyrannies and they are RB1 Corvettes...they are more expensive etc...not a fan so far.

 

3) Don't deploy them in the middle or drive them from middle to one flank to keep the range open. You have to stay at RB2 and only close with opponents you can either board or finish off with torps.

 

4) Get your fleet together and mass your firepower at one of his carriers to bring it down, then another, then another. Don't even try to fire at several different targets unless you really have no other option - like terrain may force you to divide your forces eventually, but I would try to keep them pretty close together and just fire all at one target. Also try to stay at range as long as you can - with Anarchist, Deterrents and Nemesis that shouldn't be a problem. Subjugators and Annihilations are there more as a reserve and when he eventually closes they speed forward to finish off damaged ships. Subjugators can also speed forward to get within 4" of his SRS and blast with their great PD - even if you fail to destroy it when he activates they fire again immediatelly so this is a good way to bring a lot of PD against those SRS.

 

5) Agree with Annihilations as if you won't put them in reserve they are a very juicy target and every bit of protection counts.

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1) If both players play one TAC, which is the order of resolution? In particular, we played in the same turn Focused Repair and Firewall Breach, in this case the order could be vital!

Play is simultaneous, so you can only play Focused Repair on a Critical Effect that already exists. However, neither should be played with knowledge of the other TAC and its effects. Short of writing everything down first, I don't know a fair procedure.

In other news, Aquans are only allowed a maximum of 3 Tier Three choices in a Battle Fleet. Strange, but true.

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In our gaming group we select the TAC we want to use and put in face down on the game board in front of us and then turn it face up together. Then one takes the initiative and says what TAC he selected and how is he going to use it, the other player then follows. I think it is pretty fair as long as you trust your opponent. Also the chance that he could actually react to your TAC use is very slim.

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About your advices:

1) How can you not link Liquidator with Anarchist? You can do it and increase total AD? Why wouldn't you? The issue with PD is known but since you also bring SRS it is kind of mute as only rarely you will have them on board and actually rely on your base PD.

 

2) Frigates are Tier 3. I don't love them but they are not that bad. Unless you want to drop our Directorate TACs your only other option are Works Raptor Tyrannies and they are RB1 Corvettes...they are more expensive etc...not a fan so far.

 

3) Don't deploy them in the middle or drive them from middle to one flank to keep the range open. You have to stay at RB2 and only close with opponents you can either board or finish off with torps.

 

4) Get your fleet together and mass your firepower at one of his carriers to bring it down, then another, then another. Don't even try to fire at several different targets unless you really have no other option - like terrain may force you to divide your forces eventually, but I would try to keep them pretty close together and just fire all at one target. Also try to stay at range as long as you can - with Anarchist, Deterrents and Nemesis that shouldn't be a problem. Subjugators and Annihilations are there more as a reserve and when he eventually closes they speed forward to finish off damaged ships. Subjugators can also speed forward to get within 4" of his SRS and blast with their great PD - even if you fail to destroy it when he activates they fire again immediatelly so this is a good way to bring a lot of PD against those SRS.

 

5) Agree with Annihilations as if you won't put them in reserve they are a very juicy target and every bit of protection counts.

 

Thx for the advices...

For your responces:

 

1) Aquan player wanted to destroy my Liquidator, and he succeeded, thx to direct weapons and torps just to drop down my Admiral PD to open the path to his SRS too...so I didn't use my Liquidator ad all to fire...said that, maybe with Escorts I could negate some torps fire against them :)

 

2) yup, T3, missclick XD...I'm thinking about use Dinderenzi Frigates: more tanky, but with less mobility, with better firepower...I have to think at this one more time :)

 

3) Yes, next time I'll deploy them more on the flank and move them towars the center to "gain" some turns of fire

 

4) Ok...good...it's exactly what I did: destruction of his carrier and then switch to his assault carrier...I ignored his Battlestation cause was too tanky and he didn't use Drives to Maximum, so it was to far away from me :)

 

5) Agree again, with +1Sh I could avoid some dmg yesterday :)

 

Ty again :)

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1) I really don't understand how his torps could actually even have a chance to damage you with 5 Interceptors helping. If he just destroys Liquidators with his direct fire weapons then too bad, but guess what...he just destroyed only two frigates for no BL points and it drew fire from other ships. He can destroy escorts in the same way and it's even easier as they have no reinforced fore. What you might want to try is keep your accompaniing smalls further back at the edge of command distance and only move them forward to fire - as long as they are in 6" from Anarchist he can still cover them with his PD and they can help him. Also I would keep Interceptors a bit behind Anarchist if at all possible, so they cover them too. As all smalls are faster it shouldn't be an issue to close the gap when neccessery (especially with frigates).

Why to keep Interceptors a bit back? Because they have 6" bubble and when enemy SRS cross into it you have to decide if you attack them or not. Ships have only 4" bubble and even though your Interceptors are best for the job you want to attack weakened SRS if possible. So if you put them 2-3" back enemy SRS will first cross ship bubble so you will fire PD at it and hopefully destroy some and only then use your Interceptors to sweep the rest. You can do this even to cover several ships or squadrons, only then Interceptors are more to the side and not that far behind.

 

2) Your choice, but then you can't use our TACs and I wouldn't exchange them just for some frigates.

 

3) Keep in mind you want to fire their broadside torpedoes every turn. You either deploy then to the side on one flank and move them forward firing into the middle. If you deploy them far and then want drive them into the middle you will be unable to fire torps there. Or you deploy them almost in the middle and drive them to one flank. Don't ever try to fight with them in the middle...bad decision, trust me...I know. They are not brawlers, but they are much better Nemesis Destroyers.

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