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Purdius

Need help 1500 point list.

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So I know I'm Playing Russians.

 

Whats a good list to take?

 

I was thinking

 

Large/Massive

 

1x Prometheus with Energy

 

1x Aristotle w/ Keplar

 

1x Aristotle w/ Keplar

 

Medium

 

2x Fresnel

 

1x Hyperbius

 

1x Hyperbius

 

Small

 

5x Thales

 

Comes out to 1440 Points.

 

 Cana nyone help on how to mix up this list? add or take away ships?

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This list seems very top heavy and activation light. Just 7 activations before SAS, and presumably 4-5 SAS activations

 

I'd like to see more smalls,  and more 'damage' units, rather than support ones. in particular, running so many energy weapons means you rely on beating Russian Ablative armour in the two turns before they hit effective range, and at that point the survivors blow you out of the water, or board everything, and I don't think you have the AD to do so.

 

2 Hyperbius seems like over kill- I'd be tempted to lose one. A sole zeno is often useful.

 

I'd look at trading out a Aristotle and Kepler for a plain carrier and some more smalls.

 

James

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I recently face a russian fleet at 1500 with the following:

 

Aristotle Kepler

 

Aristotle Kepler

 

Diophantus

 

2 ptolemy

 

omega squadron

 

4 corvettes

 

4 frigates

 

not 100% sure on smalls but the list did very well against a tough russian list. 

 

Keeping the russians at arms length is good with the aristotle/keplers as well as the prometheus in your list,  maybe drop a hyperbius for more smalls?

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Thanks for the swift comments. I've changed my list up a little. I've dropped both Aristotle's.

 

Large/Massive

 

1x Prometheus

 

Medium

 

2x Fresnel

 

1x Hyperbius

 

1x Omega Squadron (2 x cleomedes, 2x Keplars)

 

1x Thea Squadron (1x Fresnel, 2 x Plato)

 

Smalls

 

5x Thales

 

5x Thales

 

4x Thales

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Honestly, I'm not sold on the Omega Squadron. It's 350 points for an okay E-turret shot, and kind of negates the strengths of both component squadrons. The Keplers benefit from range, while I like the Cleomedes as a mid-close attacker. You lose out on most of the strengths of the Cleomedes for a little cover for the Keplers, and you pay a lot of points for a single activation. At the very least, I'd split them into a squadron of Keplers and a squadron of Cleomedes.

 

From my maths that list works out at 1460 points. I'd take the Omega apart, drop two Thales and use the points to add a third Cleomedes.

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Small corvette units can be useful for taking something like an isolated cruiser, a follow up on a failed boarding of something that left it with 1AP, reclaiming you own vessels if they're prized,  wrecking opposing full size corvette units( charge in, shoot some, board some, and so disable enough of opposing unit they're not a threat to anything), and given covenant ones have guns, they can even shoot stuff!

 

They're also an extra activation, and can be held in reserve/flanking without fear. They hide in reserve, turn up having not been shot at, and can carry out many of the above actions straight from the board edge. They also make it very hard to get all smalls when they're not on the table!

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That's a really good tactic. Never thought of that. Ill give it a try, do you think this list could work vs russians then? I know hes bring a really tough dread too, and lots of frigates too, russians are a pain lol

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If opponents like taking lots of smalls, you have the perfect answer- Particle Accelerators. The frigates and corvettes can hide behind their tougher ships all they like, you still hit them.

 

For your above list, with only only one large, in  a 1500 point game, I can simply throw AP at taking your unescorted dreadnaught, and complete the all large or Commodore orders. Prized it is worth almost 750 points on it's own. I can always default to 70%, and the dreadnaught alone gets me almost there....

 

I get the feeling you are not a very experienced player ( no offence meant, and please correct me if I am wrong),and the Covernant are one of the harder factions to use well straight off- they have lots of options and specialists. Knowing how to build an use a strong fleet with them is not easy. The Russians, on the other hand, are a steam roller. They are easy to use.

 

In this game, player skill and experience is the most important factor by far. The above list is perfectly good, but that alone is only a small part of victory!

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Lots of valid points, and yes I am a new player :) I've just got plenty of new models and will be experimenting with lists. I'm not sure what I would drop or add to the large section. I obviously dont want to lose my Dread as soon as anyone gets near it.

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For a new player, I'd recommend the following for learning about how your fleet works  as quickly as possible.

  1. Do not be afraid to lose. Everyone does sometimes, the trick is learning from it.
  2. Always take at least 2 small, 2 medium and 2 large units- going  overboard in any one area is generally not a good idea unless you know what you're doing.
  3. Don't duplicate units too much, use a wide selection to get a good idea of what stuff does,
  4. Try stuff, to see what happens!
  5. One-dimensional lists ( i.e how  many carrier models can I fit in the points limit)  are often very boring to use and face, especially if you use the same one all the time.

Once you have a fair idea of the main capacities of units, you can start building lists of models you like using, then look at them, and say ' I need a bit more XYZ capacity' and you'll have a good idea of which units you can take to provide what you need.

 

James

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Regarding the Prometheus, I think it is a fantastic ship. I have never used one on the table and been disappointed. That said, the energy turret version is sub par. Main turrets is currently the only way to go with this beast! My rule of thumb for e-turrets is that they have to be superior to primary turrets in RB 4 and 3, otherwise they are just not good enough. Better in RB4 and equal in RB3 is sometimes ok on a ship that will not be moving forwards much, but even then it is a bit iffy.

Playing with a dreadnought alters your target priority too. Whilst normally you might look for your field order targets and play in a more rounded fashion, when playing with a dread you have to consider what units are a threat and which ones can wait. That unit of gunships that is about to blow merry hell out of you cruisers? Leave it, the squadron of corvettes sneaking round the island to board your dread is the bigger threat. It might seem a waste of firepower sometimes, but firepower wasted to defend the dread is never really wasted... especially for us! Because we have the number 1 best-in-the-world anti-corvette weapon. The Particle Accelerator. It is your friend and savior, blasting away those horrible smalls that try to go for our achilles heel (boarding).

...but...

If you like playing risky (and who doesn't on occasion) you can use that tasty tasty dread to bait certain opponents. I wouldn't recommend it against russian generally, but against faster, more fragile enemies it can be fun.

Against russians in general, too much energy is a bit of a trap. No matter how good your long range firepower is, RB1 and 2 are inevitable. Make you sure have your brawlers ready and go too. Nothing says "Hello Ruskies, bet you thought I couldn't do close range! Think again! *BLAM*" like a squadron of Zenos and a Prometheus sailing up together.

Against that monstrous dreadnought of theirs, it is the very definition of tough. Outmaneuver it, ignore it, board it, but don't waste too much firepower on it. It has lots of crew and security posts is very good boarding defence, but a wave of Thales will cut the crew down a bit and then your opponent will be a bit more cautious with it. It will absolutely wreck your fleet when it fires in RB2, so preempt that with cunning positioning and dilation fields if you can.

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When you are playing against Russians you have to get one squad behind their line.  With the exception of the mortars most turrets are forward only arcs.  Getting a squad of smalls behind them means they either live with it or maneuver a squadron do deal with it.  This will break the Russians normal "wall of ablative" tactic.

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Just remember to have fun and root for that magazine explosion! Always fun.

 

Definitely something to go by with this game...although I do root for teleport as well as it can cause amazing situations

 

One such time was my hood critting a russian dread for the dread to then teleport and land across 3 cruisers and the repair ship

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