Jump to content
tank0625

Syndicate Spur Battlecruiser, cheap carrier group?

Recommended Posts

As I'm finishing up my Syndicate battleship and battlecruisers, I was wondering how they could fit into my Terran fleet. Looking at the battlecruiser stats they have impressive firepower and have the ability to take a full wing of SRSs. They also have decent protection compared to a carrier. Lastly they can take above average frigates that work well with their weapons. The price for well equipped squadron is 225 pts. I think this could fit feel with a Terran patrol fleet.  This would give you a lot of firepower and a full SRS squadron to play around with. I think the Spur could be more effective than a Marshal with frigates in the Patrol fleet.

Has anyone tried running a Spur in a patrol field? Does people have any other experience with running Syndicate tier 1s with Terran fleet?

Share this post


Link to post
Share on other sites

I love the look of the Syndicate ships and the rules, but there is one thing that stops me from using the without thought. They prevent you from using Terran and Kurak TACs. The extra shield card and the super weapon shielding is, for me, impossible to leave home without. It's just that good. Also, I use a lot of Hawker, and the Syndicate eat into my Hawker allowance.

Share this post


Link to post
Share on other sites

The thing is, that the natural allies clause doesn't state that the rules for picking TACs change with the STL, unlike the normal natural allies clauses. Don't get me wrong, if I could take Terran/Kurak TACs together with a Syndicate ship or two with my Terrans, I would do so in a heartbeat.

Share this post


Link to post
Share on other sites

Is there somewhere you're supposed to submit rules questions?

It's on the lower left corner of the main website page under contact us. It's kind of hidden btw.

Rules Enquiries: rules@spartangames.co.uk

Share this post


Link to post
Share on other sites

Unfortunately, Allies and Natural Allies as rules (e.g. excemptions for fleet building) are not defined in the base rulebook, even though the Marauders book references to it in terms of more general rules.

They are always in the Fleet building rules section of a race. Hence, in the Terran one, the following is stated (p.13. Kurak Alliance book):

reg Alliance Fleets: "(...) Finally, an Alliance Fleet cannot take Tactical Ability Cards listed as 'Terran Alliance Only', only General or Alliance of Kurak cards may be used. (...)"

reg Natural Alliance: "(...) Additionally, if a Terran Fleet contains only Terran Alliance and Hawker Industries models, 'Terran Alliance Only' TACs may be chosen and used by all Squadrons in the Fleet."

 

Not looking at the fact, that Marauders were published way after the Terran Manual (and one could argue about SG just forgot to update the Natural Allies section), the referenced rules so far would RAW allow Kurak Alliance TACs with Syndicate.

 

Now the Marauders manual is unfortunately a mess in terms of rules. Sections which would belong together (especially regarding fleet building) are spread out in 3-4 different paragraphs. Here, I would like to point out the following:

reg Important Note (p.2): " Any Mercenaries taken fill the same ‘quarter’ of your Maximum Fleet Value as allied models. You cannot spend one quarter on Allied Squadrons, one quarter on Mercenary Squadrons and one quarter on Natural Allies, instead you can field up to one quarter Allied and Mercenary Squadrons, up to one quarter Natural Allies and must field at least one half of the MFV from your main fleet. "

-> This one indicates, that Mercenaries fill the Allies slot, and are separate from the Natural Allies one.

reg Syndicate: " The STL are also Natural Allies with the Terran Alliance, and up to 50% of your MFV..."

-> this we knew already :)

reg Mercenaries (p.2): "In any other fleet, you may spend up to one quarter of your MFV (...) Finally, if you take Mercenaries in your Fleet, only General TACs amy be used."

-> here we go! As we estabilished, Syndicate are Natural Allies, not Mercenaries, the paragraph about General TACs is irrelevant.

QED

 

Oobviously, if I wanted, I could have presented You with a logic with quite the opposite result.

Summary:

- rules for allies, natural allies and mercenaries belong to the main Rulebook

- fleet manuals should only say, who is natural ally

It should also be noted, that Kurak Alliance support fleet section should have a paragraph about Hawker and STL together, as they are both Natural Allies to Terrans. (and yes, I know, they work well with Terrans, but not each other etc)

Share this post


Link to post
Share on other sites

Unfortunately, Allies and Natural Allies as rules (e.g. excemptions for fleet building) are not defined in the base rulebook, even though the Marauders book references to it in terms of more general rules.

They are always in the Fleet building rules section of a race. Hence, in the Terran one, the following is stated (p.13. Kurak Alliance book):

reg Alliance Fleets: "(...) Finally, an Alliance Fleet cannot take Tactical Ability Cards listed as 'Terran Alliance Only', only General or Alliance of Kurak cards may be used. (...)"

reg Natural Alliance: "(...) Additionally, if a Terran Fleet contains only Terran Alliance and Hawker Industries models, 'Terran Alliance Only' TACs may be chosen and used by all Squadrons in the Fleet."

Not looking at the fact, that Marauders were published way after the Terran Manual (and one could argue about SG just forgot to update the Natural Allies section), the referenced rules so far would RAW allow Kurak Alliance TACs with Syndicate.

Now the Marauders manual is unfortunately a mess in terms of rules. Sections which would belong together (especially regarding fleet building) are spread out in 3-4 different paragraphs. Here, I would like to point out the following:

reg Important Note (p.2): " Any Mercenaries taken fill the same ‘quarter’ of your Maximum Fleet Value as allied models. You cannot spend one quarter on Allied Squadrons, one quarter on Mercenary Squadrons and one quarter on Natural Allies, instead you can field up to one quarter Allied and Mercenary Squadrons, up to one quarter Natural Allies and must field at least one half of the MFV from your main fleet. "

-> This one indicates, that Mercenaries fill the Allies slot, and are separate from the Natural Allies one.

reg Syndicate: " The STL are also Natural Allies with the Terran Alliance, and up to 50% of your MFV..."

-> this we knew already :)

reg Mercenaries (p.2): "In any other fleet, you may spend up to one quarter of your MFV (...) Finally, if you take Mercenaries in your Fleet, only General TACs amy be used."

-> here we go! As we estabilished, Syndicate are Natural Allies, not Mercenaries, the paragraph about General TACs is irrelevant.

QED

Oobviously, if I wanted, I could have presented You with a logic with quite the opposite result.

Summary:

- rules for allies, natural allies and mercenaries belong to the main Rulebook

- fleet manuals should only say, who is natural ally

It should also be noted, that Kurak Alliance support fleet section should have a paragraph about Hawker and STL together, as they are both Natural Allies to Terrans. (and yes, I know, they work well with Terrans, but not each other etc)

Very well said.

Share this post


Link to post
Share on other sites

The Spur is the best syndicate model for Terran Patrol Fleets at 800pt IMHO.

 

Spur pairs well with an Apollo.  It's covering the battleship with interceptors as the Apollo charges, the Spur coming in second and cleaning up the mess its more study Terran cousin has wrought.

 

You could also run a Tyrant, and have the Spur cover and support a squadron of Terran Cruisers.

 

As you correctly pointed out, the battlecruiser's wings (and +WC upgrade) allow you to bring either a couple of SRS (interceptors, probably) or up to 6 wings (fighters/bombers) to a Terran fleet that otherwise has none.   On top of that it is a solid ship itself, however it is only a Battlecruiser.  Thus it is not as sturdy as a Battleship and can't be used as aggressively.

 

I think the Spur is not well suited to Battle fleets as it has a squadron limit of 1.

Share this post


Link to post
Share on other sites

A friend of mine runs a syndicate battleship in his fleet, and it's been MVP the two times we've played. It's a tough nut to crack with three shields, and excellent firepower.

If I can ask, what hard points, wings and if he uses frigates on the battleship? Also what special tactics does he use with BB? Thanks.

Share this post


Link to post
Share on other sites

If I can ask, what hard points, wings and if he uses frigates on the battleship? Also what special tactics does he use with BB? Thanks.

He takes an additional shield and the +2 WC hardpoints, and the decimator warhead upgrade for the beams; that gave him a huge advantage as my cruiser squadron was critted, and then failed to regroup for three turns or so. He has 6 bombers on it, and last time he had two frigates escorting it. He uses it as both a fire magnet and a hammer; you either focus on it and igore his other stuff (frigates and space station), or attack those and get hit hard by it. Considering it can link its own attacks, it always throws out a lot of AD. Oh: he also bought back thrusters to maximum most turns to give an extra three inches of movement.

In summary: It hits hard and can take a beating, and neither ignoring it nor attacking it are ideal options. It's a challenge to play against, but a fun one.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.