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SMDVogrin

Directorate changes 3.0

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Witch - -5 pts, +Cloaked, -1/0 DR, -1 SH, -1 CQB, -5 pts, Change in MAR (fire at Aerial only while rushed)

 

Crone - +Cloaked, -1 DR, -1 SH, -1 CQB

 

Haunter Disruption Tank - +2 Transport cap

Punisher drone - +1 CQB, -6" range

 

Stalker drone launcher Tank - +1 CQB, New drone repair MAR

 

Avenger TD - +5 pts, +1 AD EF

 

Retaliator crawler - -10 pts

 

Castigator Hvy Support tank - +1/0/0 DR

 

Desolator Hvy Crawler - -5 pts, +1/0/0 DR, -1 SH, +1 AD EF, -1 AD LR

 

Wraith - +2 SH, -6 Leviathan CQB

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So after all that time begging for an upgrade to the Crone they give it.... and then take it away. I for one will no longer be fielding my Works Raptor Helix!

 

**Edit** - I will give them a go with the new stats first, but do not hold out much hope! All the other changes look fair enough however!

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Yes, I very nearly raged physically, then I noticed they gained Cloaked.  Not 100% sure on the change, but I'm willign to give them a shot!  And at least the Witches went down in price if they were going to keep bleeding DR - mine are getting alphaed off the board way too fast, hopefully cloaked will make people think about shooting something else.

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Hmm I have never found cloak to be of help at all - my cyber tanks die so fast I have stopped taking them (and I love cyber)! Am dubious but as you said worth a try before I condemn them to the shelf! In fairness my lack of appreciation for cloak may be down to my opponents inability to roll sixes, only buckets of fours and fives!!! I guess it also depends on what has happened to all the other recon units out there.

 

The reduction in the retaliator points cost is welcome as are the pluses to the Wraiths shields.

 

The new Anarchist light tank looks interesting - and substantially more viable than the Crone on paper at this point, will be interesting to see. Cant saw I am wowed by the deadlock either although chiefly this is down to our lack of a drone nexus to give them that all important buff. Only time will tell!

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Cant saw I am wowed by the deadlock either although chiefly this is down to our lack of a drone nexus to give them that all important buff. Only time will tell!

 

We do actually have drone nexii on our Heavy Crawlers and Heavy Support tanks - only 8" (4" if they've taken damage), so I'm not sure how often the Deadlocks will be in range, but they are there...

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We do actually have drone nexii on our Heavy Crawlers and Heavy Support tanks - only 8" (4" if they've taken damage), so I'm not sure how often the Deadlocks will be in range, but they are there...

 

Well spotted! Give that man a coconut (obviously I was just testing  :P ). There is also the Stalker, the obvious one! That changes things... 

 

Please forgive my obtuseness, its been a long, LONG day! I 

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I think it's pretty crappy not to have a Drone Nexus in a helix with drones...especially if they are not Fearless. For one they need to stay in 12" from their helix command squadron, so Anarchists, to get the extra dice. Without it they are just gonna die on disorder tests. Then they need to stay in 8" from a completely different unit from a completely different helix where all these units are either much slower or with long range weaponry and will stay further back. So we have a unit that needs to go forward to use its weapons and stay in command range of its command element while to be in range of elements staying much further back. It really makes no sense. I am basing this on the prediction you even have the Heavy Armour helix with you. Really don't get it...but lately I don't get most of the changes.

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I still didn´t figure out any viable game style that make sence - the Directorate have no tactical options (no sky drops, few and fragile recon units) Its over all quite fragile (few shields and average DR), have weak and short ranged firepower (the corrosion is quite useless) and an average CQB (terror mar is fine but the stats aren´t great, and lack of assault vehicle really hurts), Have very few anti-infantry vweapons but plenty of anti-air weapons (but the are virtualy no enemy air units).

The models are great but the rules sucks.

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I think it's pretty crappy not to have a Drone Nexus in a helix with drones...especially if they are not Fearless. 

 

That's what threw me initially. It never occurred to me to look at any of the other vehicles since it has not really been relevant. I don't bother with my heavy helix any more since I (probably foolishly), prefer retaliator & patriot spam! In eight games my Castigator killed NOTHING! In fairness its more my bad rolling but still annoying!

 

Shrapnel Storm is great but I agree the lack of an assault vehicle really hurts. 

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Well, the Wraith is an assault vehicle, but it's lot of points to take (and a pretty expensive box too).

What I really miss is artillery. That would make us much more viable against mobile/long range forces, as we could provide some threat to make them go where we want them to.

 

I think I'll give another run for the witches, this change looks interesting on them.

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So how to play the Directorate correctly?

 

 

I've been doing better since getting our Heavy and Leviathan helixes.  

 

Basically, my usual game play is:

 

1.  Aggressively go after 2ndary objectives - you can have your Informers and Crones (and now Anarchists) on them Turn 1, and should.  Try to keep some of them out of LOS so the enemy can't kill them all.  Kill the enemy lights that might contest.

 

2.  Have TDs and the Wraith engage at long range.  With the new changes, the Avengers might be shooting on the way in a lot more (7AD at short, now) rather than staying all the way back, but principle remains the same.  Try to fire at ranges or angles that give you a dice advantage or force the enemy to move to shoot you.  Take placed shots if able, but don't be afraid to move - and whichever squad has the Stalker can move and get placed shots - use them aggressively (and have the Stalker itself lead the way - once it's launched, it's main job is to die so you don't loose an Avenger or Castigator).

 

3.  Have our core tanks, Heavies and Mediums chop off whatever enemy forces move up on us.  They both boast crushing short range firepower, don't be afraid to use it.  Moving flat out turn one is often worth it if you don't have any good targets that skydropped or such.

 

4. Up until now, the Grand Company is our only really offensive infantry formation.  Any time I've tried to used Core Helix infantry aggressively, they've gotten wiped out (or close to it) for little return.  Camp the Tertiary (or near the Tertiary, if you are facing Nyx) and use them for counterattacks.  If you are facing a sky-drop heavy force, they might be useful as a dismounted screen.  The Grand Company, on the other hand, can Storming CQB an objective from something like 40" away, given the right circumstances.  Watch for these circumstances, engineer them if possible, and use them if you can - it's about the only way we're ever going to score a primary objective.

 

5. Cyberwarfare tanks are surprisingly effective on light tanks.  Low DR means that you can get 2-3 rolls on the table, looking for 1s, 4-5, and 6.  2-3 is garbage on anybody, but if you get a dehabilitatign marker on a light, it does make it a good target for another cyberwar squad!

 

Those are my initial, stream-of-conciousness thoughts.  Anybody else?

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Cyber Weapons and my Wraith have consistently been my top performers in each game I've used them, especially with the Enhanced Cyber card to boost your rolls.  I feel like knowing when/what to Cyber is key to giving your forces the edge in the second turn so you can pull ahead in TV by reducing the amount of backlash you have to suffer for more aggression.

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Baring in mind my group tend to play on urban tables, about 40% terrain coverage blocking LoS, so as directorate I love this (We still have multiple firing lines so as not to disadvantage Sorylians/Dindrenzi) but since the last change I really had a blast with my Directorate, changes to our patriots and Renzi Nyx meant my cyber tanks cqb'd a unit of nyx to death (Disorder spillover finished them off) 

 

The Wraith wiped a Kratos command tank off the map as if it were the wrath of God with its dual plasma cannon volley, the Retaliators eliminated the Eris squad with extreme prejudice and my patriots wiped out a squad of storming Nyx (While wiping themselves out as well)

 

Unfortunately lost the Desolator to ANOTHER Nyx drop and a Nyx gun team combine with the Eris squad cancelled my Wraith eventually.

 

Game ended in a minor win/draw, me having a single undamaged Retailiator, Intruder and Trojan left, Renzi had 2 bases of nyx gun team left in a building with neither side having any intention of going near the other.

 

 

So how did the 3.0 Changes help? well infantry combats are now more balanced against the horror of Nyx drops and those extra sheild's on the wraith kept it flying an extra turn and the Retaliator points reduction was MORE then welcome.

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Pretty happy with most of the changes, the Works Raptor recon seems to do a good job for me when I use it, and to be fair i havent used it in the most efficient way possible.

Cloaked is awesome, just keep the witches flat out as much as you can, they might die, but equally if only one is left on 1 hp, then fly them off the table, you can always keep them in range of a board edge to do this and deny that 3TV.

Corrosive is amazing, if used properly, and the directorate force is all about its synergy with each other.

The Wraith is stand out amazing, and don't forget fliers start the game counting as flat out, so it still needs 6's to be hit on turn 1, and as its also a one activation unit, it's quite easy to ensure you take out any Mastery of the Skies target on turn 1, or at the very least damage them (don't forget those Logistic points!).

Edited by Kraggi

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Is anyone on the Beta team able to give some context on why the recon helix doesn't have a drone nexus in it, and why the Anarchist light tanks came in a group of 5 in the box but we can only field 4?  Are there methods planned to fix the relative lack of fast moving drone nexus' in the Directorate army to keep pace with the APC drones?  I'm not looking for specifics on that though, just a yes or no, thanks.

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In my oppinion, the Deathlocks don't come with a drone nexus in their helix because to field a recon helix you first need a core helix that has the Nexus (or nexi?) they require. This means they are designed to either escort the approach of the desolators or deffend the tertiary if the desolators (or castigators)  have been tasked to not to advance. You can risk move them out of LoS to grab an objective as they wait the heavy tanks to come and command them, but they are not to hold an objective alone and on their own. Their hacking capabilities betrays their deffensive/support capabilities, dont use them as other factions heavy infantry.

 

Regarding the extra anarchist  I think it is because the ORBATS aren't complete yet and they need to be re-balanced as we wait for more helixes to come (support, aerial, etc) But I have to remark these are just my thoughts. I haven't joined the beta test crew yet for planetfall.

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We do actually have drone nexii on our Heavy Crawlers and Heavy Support tanks - only 8" (4" if they've taken damage), so I'm not sure how often the Deadlocks will be in range, but they are there...

If you have points to burn and the Helix slots, the RSN Archangel has a Drone Nexus, and it Sky Drops...

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