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Official Marauders & Mercenaries Thread: Oroshan Imperium

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I was certain that when they first came out the fluff described them as a human offshoot who decided to become mercs, had their own civilization and had no problem fighting other Oroshans if on opposite sides of a conflict. But I can't seem to find any references to this online anymore...weird. Either I'm really remembering it wrong or Spartan MiBed us all after a retcon. :huh:

Don't worry, it's no big deal. There was a big change to the other Marauders fleets (Brethren).

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I am certainly confusing them with something. Never heard of the Jowrian though, when were they a part of the fluff? The only factions I remember being removed from the fluff were the Cheyga and some zenian league guys.

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Hello everyone.  I've been a big DW player for a couple years now, and I just had a demo game of FsA yesterday.  It's great.  Way better rules for SRS (Or SAS/TFT's in DW) and some neat complexity is what has me sold on it.  

 

I've been keeping tabs on what's been happening space-side for a while, and ever since I first saw the Oroshan DN, I knew that when the day came to throw more money at Spartan for a new game, this would be on my list.  Needless to say, I'm happy to see more models in their line, with the addition of their escorts and BC.  I just grabbed two DN boxes and two patrol boxes, and I look forward to seeing how well they serve me.  I'm still a bit iffy on buying a second DN when all I really want out of the box is the escorts, but my FLGS only can get the box sets through their distributor.   :(  My main opponent has Hawker Industries, a few Terrans, and Ryushi.  I'll most likely be seeing Relthoza as well.

 

Anyway, I suppose the reason I'm here is because I'm wondering what other fleets may make good allies.  I like the look and nastiness of Directorate, I think Kedorians are hilarious, and I'm tempted to try a silly mine heavy Aquan list, but all these things come with time and money.  For now, I'd like to hear from other admirals of the Imperium which alliances have yielded success in the past.

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Wow! Go big or go home, huh?

It is important to understand your chosen faction is THE Mercenary faction, which means anybody can take them as allies, but you can't take hardly anybody as allies. That said, there are still plenty of good options available to you.

Syndicate: there battleship and battle cruiser can serve as "cheap" carriers for you, while still being tough and offensive. They also have The "countermeasures" MAR, which synergizes with your decimator warhead torpedoes.

OmniDyne: They have assault robot torpedoes, which can completely strip crew for boarding… Something Oroshan are pretty good at on their own. ARTs just make it much easier to capture A new ride.

Traders: These guys are very cheap; the opposite of the Oroshan. Use them as a distraction, or to hold objectives.

Corsairs: Extremely customizable, and with mines everywhere... They are also fairly cheap.

I hope that helps. Also, you should have no problem finding a buyer for your second DN. My opinion, everyone should have some Oroshan in their model collection. The Oroshan DN is pretty amazing

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From personal experience: The Syndicate battleship can be very durable when it has three shields, and dish out a lot of damage. Countermeasures pairs well with Inducement (command check or become disordered, pay one battlelog to require one additional success) as well. OmniDyne with ARTs would synergize very well with Oroshan, especially when you can turn off a ship's point defense with the Virus Strike TAC.

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Thanks for the tips.  I may just end up grabbing some OmniDyne once I've had my Oroshans and gotten a feel for things.  It's perfect, since Directorate is my favorite of the main factions, Directorate and OmniDyne are in bed with one another.  

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Finishing off this 1500 point oroshan list.

Having decided on my base of T2 and T3 (total 800 points)

t2

4x defiler cruisers with pack hunters

4x defiler cruisers with pack hunters

T3

6x slayer frigates

3x slayer frigates

3x slayer frigates

What of the following T1 options would you go for

A)-

2x

harbinger battlecarriers

+4 wings, weapon shielding, 6 bombers, 3 interceptors, 3 grief escorts

(Total 610 points, enough left over for 4 more frigates +10pts of extra bits)

B)-

1x

Harbinger battle carrier

+4 wings, weapon shielding, 6 bombers, 3 interceptors, 3 grief escorts

1x

Armageddon dreadnaught

+4 wings, +2 MV, weapon shielding, 4 bombers, 3 grief escorts

(Total 690 points enough left for 10 points of extra bits)

C)

2x

Armageddon dreadnaught

Weapon shielding, 3 grief escorts

(Total 700 points all points spent)

My personal favourite is option B as I love both ships and would like to field them. Option C seems really nasty to have 2 dreads, but very few upgrades.

Do people rate the grief escorts? As they account for 90 points all together, I like them, but 90 points buys 4 more frigates.

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If I go with the 3+3 I will reform, the alternative would be to either go dual battlecarriers and take more frigates, or drop some griefs and spend the points on more frigates. I find 1500 to be a real pain to balance, with the requirement for 2x T1 and T2, and 3x T3, but only 300 pts above the 1200 threshold.

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I am reconsidering the battle cruisers and quite like a battleship+wings build as opposed to carrier+guns

Battlecarrier

+1 shield

Weapon shielding

5 bombers

Works out at 250 points and is as cheap as a viable T1 gets for oroshan. 2 of them make 500 points, allowing me to bump all my frigate squadrons to 6 models, and also allows me 80 more points for either an allied T3 squadron or escorts with PD upgrades for each battle carrier.

Sad to lose the dread though as it is a beast and probably my favourite FSA ship.

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I think the most important thing to learn is how to maximize your Frigates. Quick Tip; Shunt Entry is a bit risky for them.  You have a 1/6 chance of gaining a Hazard Marker, and on a 1CP Small Ship, failing the repair check at the end of the Turn destroys your Frigate.

So if you decide to use Shunt Entry, you may only get one Turn out of them, so make that 12AP Assault and 3x6/2x8/1x14AD shot count. Also, while your strongest AD pool drops to 10AD at RB1, the Beam Coherency covers the gap, so these guys are happy at RB 1&2.

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