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slimeball

How to deal with dindrenzi?

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He only took two corvettes? I'd have cut down on the escort ships and bumped the corvette squadron up to full strength, but that's just me. 

 

From the sounds of it, that dreadnought shunting in decided the match, and got the Dindrenzi into a turning brawl. Nicely done. Hmm, this has given me ideas now, maybe I should use those massive flying point sinks... 

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He only took two corvettes? I'd have cut down on the escort ships and bumped the corvette squadron up to full strength, but that's just me. 

 

From the sounds of it, that dreadnought shunting in decided the match, and got the Dindrenzi into a turning brawl. Nicely done. Hmm, this has given me ideas now, maybe I should use those massive flying point sinks...

I'm guessing all the escorts was because he correctly guessed that there would be a lot of torpedo boats lobbing nuclear death tubes at him, but yeah I would have done the same as you. That or cut escorts almost entirely and tried to squeeze in a gunship squadron for shunting.

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Escorts and nukes don't usually mix, particularly without also having Interceptors. With the Dindrenzi escorts being gun heavy and PD light, I'd be tempted to throw nukes at them, forcing them to defend themselves rather than the big ships, and hope the splash damage hurts the big ships as well. With the full corvette squadron, the Dindrenzi player could have pulled a flank or shunt bomb off, but with just two of them, well, I don't see the point. Two T3 ships is just a 3BL point exchange on a silver plate. 

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Hey guys,
I'm still kinda new to the game, me and my friends have just started, I am playing Terrans, with the other guys playing Soyrilians, Relthoza and blasted Traitors Dindrenzi. We've played a few games and its been 50-50 (I am known to all the local clubs as having the worst luck a humanly possbile, I mean, who rolls 15 dice and gets a singel 4+ twice in a row).
But I've been reading though and the advice seems to be chuck torps from behind asteroids.
Just as an example a squad of 3 Tueton class cruisers firing linked Torpedos at (lets assume) a squad of Dindrenzi cruisers will only be 4AD after impeded against 6PD, unless I missed something?

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Torpedoes cannot be impeded, as they are indirect weapons. That means you use the normal value when linking (so you'll be throwing 8 AD within 12"). Also, against Dindrenzi you'll want to plink them to death (until they lose ablative plating).

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Page 66, right under "Indirect Weapon Systems".

Sorry for being so uneducated haha, still starting out, this would have helped alot, like alot-alot.

Also, if I use three tuetons and fire them 5AD at a time, they will have to spread our their PD fire due to it being the same activiation, yes?

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Sorry for being so uneducated haha, still starting out, this would have helped alot, like alot-alot.

Also, if I use three tuetons and fire them 5AD at a time, they will have to spread our their PD fire due to it being the same activiation, yes?

It's no worries, it's hard to get everything, especially when you're first starting out.  

 

It's funny you should bring that up, because PDS allocation is something I completely messed up when I first started playing.

 

If each cruiser is separately firing on the same target, then yes, it is my understanding they have to spread out their PD fire.  I could be wrong though, as I have been before. ;)

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Read the entire procedure on p.66, but this is the part most people miss:

A model’s Point Defence value, combined or linked with other models or nearby Flights as described, is the Defensive Fire pool that will be rolled against any incoming Torpedo Attack.

The pool can be allocated between multiple attacks. So, if you fired 3x5 AD attacks at one Dindrenzi Cruiser squadron:

A) if you fired one volley at each Cruiser, they would each get 3PD

B) if you fired All of them at one Cruiser, it would get 3+((3+3)/2)=6PD to divide between the three attacks

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I've had pretty hilarious success using cruisers as torpedo boats with the +1 shield upgrade and stuffing them behind terrain near the board edge.  Dindrenzi will eat Terran ships alive on the approach, so you have to kind of go against the immediately obvious tactic of "advance and reach brawling range."  I've been allying in Terquai for their torpedo cruisers for working over Tier 1s since it only takes one game for an opponent to realize nukes go kaboom and begin spacing out their fleet, negating the effect.  That one time they forget those nuke torpedoes really make their points back, though.

 

I tend to play defensive anyway, why rush headlong at an enemy out of cover when they can out shoot you?  Force them to come to you; by the time they round the terrain your hiding behind you should be able to just fly out at near or at full HP and pummel them into debris.

Shunting is also a very good friend to Terrans when facing off against Dindrenzi.  The Dindrenzi really don't deal well at Range Band 1 where Terrans are strongest.  If you have the points at larger games a carrier with capital escort, battle cruisers, a second battleship, a dreadnought, or tanky/shooty/assaulty allies can really ruin a Dindrenzi players day.  The tactic above of hiding behind terrain may not be a good idea if you plan to reserve and shunt in; your reserve ships will get off a solid attack and then be annihilated if your opponent has nothing else to shoot.  In other words if you plan to shunt in reserves you should also plan to support them upon arrival.

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