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S.Neil

Discussion Thread for the new Directorate Model Stats

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Yep the +1 tac makes sense - I think the option is there as it CAN be done by each faction....but directorate tend towards specialised roles and the divergence....makes mixing pointless 

It is fitting with the faction and it's fluff - simple reason the option is there is because all the other factions can

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it is a faction design to have completely useless accompaniment options? better then to not give them any at all,... seriously...

Terran Cruisers and Heavy Cruisers do not have Synergy. I do not know of anyone that takes mixed Aquan Cruisers because the Heavy does not have DT, even though their weapons mesh.

So not everything needs to dovetail into perfect little packages.

If your desire is to have mixed cruiser squadrons with synergy, then adopt one of the fleets that do this.

Spartan works hard to have fleets that have flavor and fluff, but are not cookie cutter.

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I gave the Champion a try last night. Despite being disordered for most of the game, here are my thoughts:

• I ran them with the cyber fore and ART torpedoes, as I love boarding fleets.

• The 5 AD torps are a significant improvement over the standard cruiser; even while disordered, I was able to plink enemy cruisers.

• Comparing the new cruisers to R&D cruisers, these can get closer to the enemy and thus throw a lot more dice; reinforced fore and a shield are an improvement in terms of short to mid range protection. The terrain helped protect them from long attacks though. Also: the lower PD leaves them vulnerable to torpedoes.

• Low AP and CP leaves them open to boarding. These guys want to be close, but not too close from my observation.

Overall: An excellent support ship that synergizes very well in a boarding heavy fleet. The ARTs option can either be used to weaken Tier 2's, or be used to hunt Tier 3's (provided they have 2 or less crew). While it would not be my first choice in a 500 point game, I would run it in an 800 point or higher game.

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I know this is late, but I spent a lot of time play testing the new ships for all the races with 2 friends over the past 2 weeks and I still wanted to post the feedback.  We got in 12 games (all at 800 points taking copious notes) with various race combinations of fleets containing the new ships vs. fleets containing only existing ships and fleets both containing the new ships.  Unfortunately I came down very sick this past weekend and did not have time to polish and submit our feedback and summary battle reports by the 15th.  I still haven't written up the battle summaries, but here were our thoughts and experiences.

 

General Thoughts

After playing a more than a few games I have found that almost all of the new ships are significantly easier to board than existing ships.  The new ships are boarding liabilities, when even facing non-traditional boarding races like Terrans and Aquans.  Even the traditional boarding race's new ships are boarding liabilities.  For example, based on past precedence Tier 2s normally have at least 2-4 AP.  I understand Light Cruisers are suppose to be between Cruisers and Frigates, but I feel they sacrifice too much for too high a points cost and too easily give up Tier 2 Battle Log - especially in the AP numbers.  Besides the boarding issues experienced with the new ships, the Agile MAR seems to be over costed across the board on the new ships.

 

Light Cruisers

Light Cruisers are a hard sell because they are so fragile and cause you to take a Tier 2 Battle Log hit.  I think these would see more play if they remained Tier 2s, but only gave up Tier 3 BL.  Light Cruisers should also be consistent across the races like other Ship Classes and have 3 HP.  There could be a +1 HP Hard Point or upgrade option for the tougher Races.  Something else to watch out for is the Light Cruiser upgrades turning them into worse normal Cruisers, at which point you would just take a base normal Cruiser.  Also, Light Cruisers for races that can take normal Cruisers and Heavy Cruisers in squadrons of 4, make their Light Cruiser squadrons of 3 even worse.  If the Light Cruisers are worse (but cheaper) versions of normal Cruisers that are balanced around squadrons of 4, then the Light Cruiser Squadrons of 3 are even more gimped than normal and much easier to score the same amount of Battle Log points. It would also be interesting if Light Cruiser squadrons could take a Torpedo, Shield, R&D, Shunt, or normal Cruiser as a squadron upgrade.

 

Escort Carriers

I don't know what to think of the Escort Carriers, it feels like they need to be very finely balanced to provide and alternative or supplement to Carriers.  I like how the Dindrenzi Escort Carrier is as tough as their Heavy Cruiser.  I feel like all races Escort Carriers should be as tough as their Heavy Cruiser.  In general I feel that Escort Carriers trade smaller wing capacity, firepower, and point per wing ratio for speed and smaller Battle Log hit.  The escort Carriers are also more difficult to remove, as long as the Carrier doesn't have a Tier 2 accompaniment.  Even though whole squadrons are harder to remove, Escort Carriers are significantly weakened once they lose one ship or their SRS are damaged.  One thing I think all Escort Carriers need is an upgrade or hard point to increase their SRS capacity by 1.  Also, Cruiser squadron upgrades should support both Heavy Cruisers and Escort Cruisers, instead of limiting you to one or the other.  The new Cruiser squadrons that can only take Escort Carrier upgrades don't synergize well at all.  

 

Light Frigates

Light Frigates all seem to have a hard time differentiating themselves from other Frigates and Corvettes for all races.  The Aquan Light Frigate is at least unique with its DR and CR the same, but I don't know if that's a good thing.  Besides being overshadowed by other Frigates and Corvettes, Light Frigates also seem overpriced for what you get.  Given their overlap with existing Tier 3 ships, reducing their price to 10-15 pts may establish their niche.  They could be like the Omnidyne Corvettes at 15 points with either fore or port/starboard weapons.  Another option to make Light Frigates more unique would be to make Elusive Target and/or Agile either standard MARs or upgrade options for Light Frigates.

 

Escort Carrier - Ascendency

  • Why not as tough as Heavy Cruiser

  • Why not 5 HP and DR/CR 5/7? - competing with Heavy Cruiser for fleet spot

  • With only 2 PD, the +1 PD hardpoint seems mandatory, losing out on Deck Crews which is what you want to take

  • At least has option for Deck Crews, unlike other Escort Carriers

  • Torps compliment cloak well - but are so weak and no backup weapons - even weaker weapons than other Escort Weapons

  • Shunting out if SRS get hit, without deck crews squadron becomes worthless once damaged or lose a ship

  • Normal carrier is only 125, wouldn't take over normal carrier - esp in patrol fleet

  • Takes up a Heavy Cruiser slot - Not worth taking over Heavy Cruiser when you only have 1 Heavy Cruiser slot - weak weapons, not as tough, loses teeth once one ship down or SRS is damaged

Cruiser - Champion

  • Why is this not a Light Cruiser with 3 HP and at least 10 pts cheaper

  • Same as normal cruiser - 1 less crew and 3 less AP and gains a shield

  • Boarding liability - only 2 CP and 1 AP

  • Gravity Weapon FF - becomes more expensive than Abraxas Cruiser but at least different

  • Without Gravity weapon hardpoint seemed like a more expensive and limited Abraxas Cruiser - Beam weapons same strength, but turrent on Abraxas much more flexible

  • Gravity weapon seemed mandatory, otherwise the Champion Cruiser is worse than the existing Abraxas Cruiser

Light Frigate - Impact

  • Elusive Target nice on a Light Frigate

  • Drone - no crew

  • Scout for 5 pts

  • Faster than normal Frigates

  • Almost exactly like Works Raptor corvette

  • Really liked the way the this played - wish more Light Frigates were closer to this

  • Different enough from normal Frigate - didn’t feel like they were competing for same roles

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the range band would drop to 10" the same way upgrading primary weapons to beams raises the range band to 10"       overall I love the new models, the escort carrier is a nice way to bring more wings (I probably won't use them often, but it can be nice if you don't want to bring a full carrier)   but the champion and those light frigates are the great part, I personally wouldn't bring them with beams, are regular cruiser is more versatile with it's beams, having turrets, but as either cyberwarefare ART and countermeasure disruption ships, or gravity weapons, they are fantastic. Now we can bring 2 squads of R&D turmoils, with a couple squads of gravity champions in a grand fleet, and terrans can cry about it :)      the light frigates are a new favorite of mine, as we don't have corvettes, but these fulfill the role, they have more survivability then are basic frigates, and i'm much more comfortable placing them on the board at the beginning then our regular frigates (which I almost always held in reserve, or they got crushed)

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I find the accompaniment options being tested in the April 2016 PDF fascinating for the Directorate.  The Anarchist with 2 Impacts (which can get cyber)..and best of all, Overseer's with up to 2 Ascendancy.  Gives the squadron the capability of 12 full wings (+4 from Ascendancies, hardpoint +2 on Overseer), Split Berth (since it's now a multi carrier squadron), and Deck Crews (from the Ascendancy, which applies to the whole squadron)!  All of it cloaked.  Probably too expensive for most patrol fleet games, but once you get into larger games that's one heck of a unit.

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I just played my first game with the new PDF since the last version of stats went up:


The Overseer with Ascendencies is extremely powerful, I also used a pair of Impacts with an Anarchist however they were counted by Velietes with Scatter using gunrack broadsides so they didnt manage to contribute too much.  It was enough to draw what could have been a painful 14AD attack off the Anarchist though so that was helpful.

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The Dominance with 2 Ascendancy is just a bit good:) Actually, as the carrier doesn't normally get DC, can it use the Acsendancy's?

 

It's definitely an odd interaction, and MAY be unintended.  But as written I think the answer is yes:  the Ascendancy version is specifically noted as applying to the whole squadron, so...Easy enough to errata if that was not the intent.

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whether or not they keep DC for the whole squadron, I think the escort carrier accompaniment option to the overseer, is a great option, SRS are powerful, and we don't have a lot of them, having 12 wings in a squadron would be great, and I don't think it's so unfair, as wing capacity can be dropped by killing the escorts, and for extra battlelog points per accompaniment, whereas some carriers can carry 12 on their own, without increased risk, this gives us another tool, it simply comes with a cost.

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6 bombers and 6 interceptors.
Launch the interceptors turn 1 and make key ships in your fleet utterly immune to torpedo fire in the opening turns.
When forces close and if the enemy has their own SRS you have an extremely potent deterrent in that interceptor token that many will find hard to counter or shut down.
I use that particular module on an Ares carrier to great effect.
Or simply go 6x2 bombers and keep sending the strongest token out, with Deck Crews it will greatly extend the repeated capacity to make full strength attack runs.

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6 bombers and 6 interceptors.

Launch the interceptors turn 1 and make key ships in your fleet utterly immune to torpedo fire in the opening turns.

When forces close and if the enemy has their own SRS you have an extremely potent deterrent in that interceptor token that many will find hard to counter or shut down.

I use that particular module on an Ares carrier to great effect.

Or simply go 6x2 bombers and keep sending the strongest token out, with Deck Crews it will greatly extend the repeated capacity to make full strength attack runs.

 

I don't know if the sheer investment is points is worth that though. You're buying the carrier, two escort carriers, upgrades and 60pts of wings and that ends up with very little real ability to damage stuff. For a squadron of that level of investment I'd want way better return than a single 6 wing bombing run per turn from ~turn 3 onwards.

 

A solo Overseer+upgrades can put out 2 4 wing interceptor tokens and hide amongst the rest of your fleet, giving them loads of PD cover, still have the cyber turret and just be much cheaper in the defensive role. Hell drop it to two 3 wing interceptors and you've still got a 24 inch +6/+12/+6PD pill shaped zone (by placing the interceptors 6 inches wide, either side of the Overseer) to make the bulk of your fleet fairly immune to early torpedoes and deter speculative SRS attacks. It's still cheap and could have the Tormentors added in for more cyber power if you feel the investment there is worth it.

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