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Commander Drakere

New to the Corporate Empire! Halp plz

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So, after starting out as a purist Terran player back in September i've finally sold out to the greed of capitalism and begun a second fleet/army, the Directorate! Loved the Directorate aesthetic style fleet wise for a long time, and was a tough choice between them and Terrans as my first fleet, but the Systems Alliance side in me won over in early days and I surpressed my desire for capitalist greed. :P Now with Overseer box and the Planetfall aesthetic style of Directorate appealing more and more to me, i've caved and now founded my own corporation, Acquisition and Evaluation Solutions: Honest evaluations with pragmatic solutions!

 

Question I have for you all is, I have the Directorate half of an overseer box thanks to a friendly agreement and a Cruiser box on the way to me now, i'm wondering where to go from here.. and what to aim for with my first 800pts. I was thinking of trying to make a very Assault/Boarding heavy/styled list, bleeds you with bio-hazard and cyberwarfare from range, before doing as our company name sake says, aquiring thy assets and making profit! My flagship/T1 of choice for 800pts is almost certainly going to be the Anarchist, I love the look of that ship so much and it is so much more of an AP monster than the Judgement can hope to be. But what else do you other fellow directors and admirals suggest I go from there with this theme/style in mind? Things I will state right off the bat, I won't be using Tormentors, period, I just.. don't like their model, at all, same goes for the Overseer carrier. So those two don't bother suggesting, they might be competative, I don't know but aesthetics is a big thing for me in Wargaming and I just don't like those two models at all. x) Beyond that, I love about everything in the Directorate range, so anything else i'm all ears to hearing about!

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You probably want the Drones, but the Frigates are good too.

 

I'd say just drones. I started similarly to the OP and ended up with a ton of frigates

 

4 (patrol box) + 4 (RotO) + 4 (frigate and drone box)

 

I think 12 is too many for most games.

 

I admit I'm kind of a 1 of everything type of player, so maybe some destroyers?

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No need for allies at his point. Frigate box then carrier if I were you. Magnetize the cruisers if you have the skill to do so. If not, make them heavy cruisers, trust me. Your RotO gunships are pretty awesome. The R&D ships are good for fleets that have shield systems. The Anarchist is nasty! Having an Anarchist, heavy cruisers, gunships, frigates, drones gives you some great ships that will be taken most games. Then it's up to you what to add on. For me, it's the carrier and battlecruisers.

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Heavy cruisers are a must - I'd suggest these over the light for your 1st pack

 

Consider the Tormentor R&D and Drones, as you will love these for boarding - I've already gone and got alt drones, as TBH I can see myself using 3 squads in large games, and I already also have 12 frigates......well 14 actually

 

The carrier should also be considered, escorted and shunted in loaded with assault boats if that goes well it goes WELL, and if you can shut down PD with drones/R&D even battleships start looking nervous

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Yea, dislike those models too much, which is a shame as I love Cyberwarfare, but can get some access to it with Turmoil, Drones and Anarchist, would like to keep it pure Directorate for the time being too, as this is MY corporate fleet and Works Raptor seem prone to oppourtunistic hostile take overs. :P I see people vouch for Heavy Cruisers a lot, are the regular cruisers not that good then? I thought they looked pretty decent for their cost with a high CR on the approach and rather nippy.

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They're fine and cheap, but 75 pts more (full squad cruisers to full squad heavy cruisers) buys you 

 

+1 DR

+2 HP

+1 CP

+1 AP

+2 PD

Cloak

+1 Torp in all rangebands

the gunracks are worse than the turret, but not by much.

Special Forces

 

per ship.

 

That is alot for 75 pts.

 

Normal cruiser is fine if you just want to field a cheap tier 2 for requirements, and in alot of other fleets it would be really good, but Directorate have so many good medium options.

 

Edited for clarity

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They're fine and cheap, but 75 pts (full squad) buys you 

 

+1 DR

+2 HP

+1 CP

+1 AP

+2 PD

Cloak

+1 Torp in all rangebands

the gunracks are worse than the turret, but not by much.

Special Forces

 

That is alot for 75 pts.

 

Normal cruiser is fine if you just want to field a cheap tier 2 for requirements, and in alot of other fleets it would be really good, but Directorate have so many good medium options.

 

Heavy is for 80 points, not 75 (that's Nemesis).

 

 

Question I have for you all is, I have the Directorate half of an overseer box thanks to a friendly agreement and a Cruiser box on the way to me now, i'm wondering where to go from here.. and what to aim for with my first 800pts. I was thinking of trying to make a very Assault/Boarding heavy/styled list, bleeds you with bio-hazard and cyberwarfare from range, before doing as our company name sake says, aquiring thy assets and making profit! My flagship/T1 of choice for 800pts is almost certainly going to be the Anarchist, I love the look of that ship so much and it is so much more of an AP monster than the Judgement can hope to be. But what else do you other fellow directors and admirals suggest I go from there with this theme/style in mind? Things I will state right off the bat, I won't be using Tormentors, period, I just.. don't like their model, at all, same goes for the Overseer carrier. So those two don't bother suggesting, they might be competative, I don't know but aesthetics is a big thing for me in Wargaming and I just don't like those two models at all. x) Beyond that, I love about everything in the Directorate range, so anything else i'm all ears to hearing about!

 

Well, without Tormentors and Overseer you can forget about "cyberwarfare from range" as only Anarchist and ships you don't like have RB3 cyberwarfare. Drones have their ARTs up to RB4, but in the opening turns you can forget about them having some major impact. They start have some impact usually around turn 3 when you are already fully engaged. With this in mind you can also forget about using cyber as a primary force against Dindrenzi and RSN large ships as their high DR/CR coupled with FTB 3 often softens the effect or completely negates it. Trust me 11AD in RB2 from Anarchist against 7-8DR with 3FTB is pretty self explanatory. Drones will help, but they usually need to hit softened targets or loners.

If you want to go boarding style in general and won't use the best cyber ships I suggest you take as much biohazard as you can and put it on squadrons that can usually put more than one marker on enemy ship/squadron during a turn - these are Vanquishers, Subjugators, Deterrents, Anihilations, Turmoils. This is simply because they have enough AD by themselves to put at least a 1HP dmg each at medium sized ship per turn. I would seriously look at these ships and tried to include in my list at least one squadron, better two (at mentioned 800 pts.). Now why they are good?

Vanquishers - great AD and in RB1-2 can fire 3x8AD for 3+ CP damage, plus great boarding potential (especially with SF)

Subjugators - again great AD and can dish out 3x9AD with higher chance for a crit, totally awesome boarding, very tough to break

Deterrents - not close fighters but at RB3 can dish out 4x9AD (2x torps) for 4+ CP dmg and in RB2 with their 11AD beams they can easily crit something, 4AP per ship is also very good

Anihilations - I think their greatest benefit comes from having Decimators on primaries as they can easily rip few ships apart and the rest can't link their PD to defend against a boarding action from something else (like Vanquishers or Subjugators), plus they can have the Biohazard upgrade if you have some spare points

Turmoils - either they can have Biohazard beams with 2x9AD or pure cyber to directly affect crew and 9AD cyber in RB2 is very good. They an option how to get more cyber into your fleet and how to threaten even large ships as coupled they dish out 13AD cyber.

I wouldn't bother about biohazard on Enforcers/Liquidators as they are fragile and against medium and large ships they have to link to have some effect, so resulting in 1CP dmg max. Not worth the points I think. If you have the points then buy Biohazard for Anarchist and his accompaniment Enforcers (if you use them) as together they have 11AD at RB3 - this way you can pretty reliably put CP dmg on enemy ships from turn 1. I wouldn't bother for the torps though as you can use those points better elsewhere.

 

If I were you I would focus on getting some Vanquishers/Subjugators (you already done that and I suggest you magnetise them as it's really easy), Deterrents (as your second tier 1 choice) and Drones (one squadron should be enough right now, but you might want two in the future).

I would avoid Judgement as it can't help with CP damage (due to linking with primaries too often) and boarding (8AP is good, but we have much better options). Persecution might help you as it can have Decimators, Biohazard and very good boarding potential - it will be super expensive in this setup though.

 

At 800 point I would try Anarchist, squadron of Vanquishers/Subjugators, squadron of Anihilations/Turmoils and squadron of Liquidators. Which ships and what upgrades are up to your personal preference and what you exactly want to achieve. You have to try it and alter it based on experience you get.

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They can do that pretty well, but this is not why you really bring them with you - you bring them for their cyber and use them against small when you have to or you have no other viable target. At least that's what they are for me. Also my opponents know this and often cover their smalls with interceptors.

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Yes that is actually why I bring them. Directorate often do not have as many weapon systems as other fleets so drones allow me to focus everything else on tier 1 and 2 enemies. After their tier 3s are wrecked, the drones can move on.

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I like our Enforcers and use them more than Drones - but that's due to different fleet focus. If I would go all boarding I wouldn't mind taking two squadrons of Drones. I tried taking two against Relthoza last time and it worked great. But still their impact is not the same every game and vary a lot where Enforcers are more dependeble in this area and give me almost every time the same result. This is because Drones have to tackle with PD too and that's sometimes trickey.

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Well I like both and understand they both have a place. :) Was just asking as i'm open to other playstyles too, I just love the anarchist and the thought of driving it into enemy, unloading 14AP Special Forces + Second Assault gung-ho boarding people in flurry of it all whilst it's beam broadsides are blazing. x) What other lists would you suggest could revolve around an Anarchist?

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Honestly it's been said before. Biohazard everything you can as fast as you can.

 

I've had better experience with the Drones than the standard frigates. Our frigates aren't very good at multi targeting and while their dice aren't feeble they're not enough to threaten much beyond a cruiser.  Mind you, you get what you pay for (don't expect 80 points to take on 240 point squadrons - they shouldn't be able to) but I wouldn't bother making them more expensive.

 

Heavy cruisers are an absolute must. Never underestimate 6 HP and cloak. Remember, you don't have to cloak the entire squadron and you don't have to be uncloaked to board the enemy. Uncloak the turn before a boarding run and dish out some serious biohazard pain and should one of your ships take a beating just cloak it. The amount of firepower your opponent will have to waste just to take it out will astonish you.

 

The new gunships are a fragile addition to the fleet but they're surprisingly cheap for the dice they give. That makes them excellent shunt candidates.  Buy the mines upgrade and shunt in near the enemy - drop a juicy mine in the middle of a bunch of cruisers (looking at you DT Aquan ships) and watch the sparks fly. After that swing around and drop 18 dice into the side of something or 12 dice twice. You'll get results.

 

The Anarchist, imo, is built for long range harassment more than close and hose but can make it work like that. Just realize that those precious 13 dice will quickly drop as you close with the enemy and your twin broadsides will quickly turn to small dice pool feeble flailing. But that's the nice part of having that AP - just remember you have to soften up your targets with bio before getting all space pirate on someone.  It's the difference between killing a few crew and taking out a Battleship that's only taken 3-4 damage point (but lost 3-5 crew).

 

Learn the basics first before you get too deep into the Art of War.  Move some ships around, biohazard a few things up, lay down the heavy cruiser love and do some boarding.  Above all else - have fun.

 

Brian K.

 

aka

 

Zak

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Well I like both and understand they both have a place. :) Was just asking as i'm open to other playstyles too, I just love the anarchist and the thought of driving it into enemy, unloading 14AP Special Forces + Second Assault gung-ho boarding people in flurry of it all whilst it's beam broadsides are blazing. x) What other lists would you suggest could revolve around an Anarchist?

 

Don't want to spoil something, but Anarchist max AP is 12. You can of course add some from accompanying smalls, but then you lose Special Forces and I wouldn't do that for 2AP from Frigates, but probably do it for 6AP from Escorts (but then I would have to play them first).

 

Here are my last two lists with Anarchist, first is cyber list and second is a mix of some cyber and some biohazard.

Anarchist - +1" Mv, +2 WC, 5x Bomber, 2x Frigate

Overseer - +1" Mv, Cyber Fore, 6x Bomber, 2x Tormentor

3 Subjugators - Biohazard Beams

2x4 Hostility Drones

List built to completely disable shields and PD to pound enemy ships with Bombers and beams. Worked out pretty well.

 

Anarchist - +2 WC, 5x Bomber, 2x Frigate

2x Deterrent - Biohazard Beams

3x Vanquisher - Biohazard Beams

2x Nemesis

4x Drone

3x Enforcer

List built to overwhelm enemy with long range firepower while closing and finish it with close range fighting. Cyber on Anarchist is here primarily to disable shields/PD or kill crew where needed (ships with Weapon Shielding) - at the end of the day I used it to disable fore weapons to render Sorylian Gunships useless. Biohazard was addded to counter possible Weapon Shielding and ease opportunistic boarding with Anarchist, Deterrents or Vanquisher. Worked out pretty well.

 

In both lists Anarchist is a carrier gunboat battering ram hitting the enemy almost head on and trying to get in the middle of the enemy to use both side weaponry. Cruisers accompany it in, but skirt one flank before they edge in and go for a kill. Deterrents are slower to close as they try to stay at range and avoid RB1, but when I see a chance they close fast and unload their RB2 weaponry into a chosen target. Nemesis stays at range obviously, usually with Drones to cover one another if needed. In the first list Overseer and Anarchist went side by side into the enemy so both bomber tokens could rip enemy apart.

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So far my opponents ignored them most of the time and only targeted them later in the game when their AD dropped so much they had slim chances to damage something bigger. When your opponent targets them, they die quickly, but then they draw firepower from Anarchist, if your opponent targets Anarchist, then his AD won't fall down so fast as they add 3-5AD. Also I am very fond of Judgement and his 18AD scary pointer of death so they are autoinclude for me to buff Anarchist to his level and above. If you check the second list with Deterrents then you have some really terryfing RB3 firepower:

4x9AD beams (2x Deterrents, 2x Nemesis) or 2x13AD

10AD beams (Vanquishers)

11AD beams (Anarchist)

8AD torps (Anarchist)

9AD cyber (Anarchist)

2x9AD torps (Deterrents)

12AD ARTs (Drones)

When you close to RB2 this only gets much much better. There are only few opponents willing to trade shots with you at this range and if you concentrate your firepower even large ships break apart very quickly. If you check carefully this list is composed of ships suited for RB1 (Anarchist, Vanquishers), ships suited for RB2 (all except Nemesis), ships suited for RB3 (all except Enforcers as they are only 3) and even ships suited for RB4 (torps only, but still...Anarchist, Deterrents, Drones). It is easy to react to different threats as there is always something to counter it and only heavy SRS or cloaked fleets are a pain.

If you want to build an effective fleet you need to desing it with care as overloading one speciality usually means your list is seriously lacking in one or more aspects and if your opponent will use it against you...well, good luck.

 

I have to say I love the Overseer model, but I pretty much dislike the Dominance...how about you? There are still those lovely Tormentors though...

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Having looked it up, I got those two back to front! Yes I dislike the dominance too, it's the older, Overseer carrier that is my preference, as I think it fits much more in line with the Directorate model range while the Dominance is just far too tall in my opinion.. it looks out of place. But alas, since you can't really get the Overseer anywhere.. :/ i'll be skipping on using a Carrier for mean time. Tormentors look okay.. but there are much more appealing looking T2 choices to me which I would rather take instead of it alas. xD Heck, i'd rather use Turmoils with Cyber gun racks than Tormentors really. :/ I'll probably include them eventually.. because I like the theme of Directorate with Cyberwarfare, Bio-hazard and boarding action offensive shenangians, definately would include an Overseer if I could get my hands on one. x)

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I also don't take Tormentors as a Tier 2 choice and only take them with my Overseer. They are really good together and they are our only cyber squadron capable of throwing 10AD cyber at RB3 and 14AD in RB2. I think you can go away very well with Anarchist and his 9AD in RB3 and then Turmoils with their 13AD in RB2. Overseer with Tormentors is much more expensive than a pair of Turmoils, but also bring SRS (possibly Assault Shuttles for you) and can pack together insane 15AP with AP upgrades (7AP for Overseer and 4AP per Tormentor). If I were you I would settle for now with Anarchist and Turmoils as they can achieve same results, just a bit differently.

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