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tank0625

My idea for new FSA units from KS Admiral of the fleet.

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Ok, I'm a long time FSA fan and player. I jumped at the change to design new units for DW from Kickstarter. So I'm planning adding them to FSA and sharing them with the rest of the FSA community.  I'm looking for your opinions, because I want to get it right.

First Choice.

Medium sub squadron focusing on underwater threats. (This will give us the choice to field a whole submarine battlegroup.)

Armed with torpedos and mines. Also have a choice of Shield, Kinetic generators or Rockets.

2nd Choice

Small Airship unit. (Workhorse for the air command like the Huey or blackhawk helicopters.) 

My goal is have the unit swap out sections.

Air Cav assault ship base on the Revere corvette.

Gunship base on Augusta frigate.

Escort ship based on Springfield.

I wasn't sure to have volley guns or Rockets on the airships. 

My goal is to have good looking ships that are useful, but balanced.  Plus being able to play an all sub or airship battlegroup would be great.  Again, I'm looking for your opinions and suggestions. Thanks.

 

 

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For the medium sub:

Rockets on a model designed to combat underwater threats does not really make sense and it's stretching the 'all mediums must have a swappable item' shtick.  Also, no sub currently has a shield generator.  Their defense is the inherent fact that most weapons are at half strength when attacking them.  Further, their high CC (very useful is countering other subs) should go a ways to protecting them from one of their three largest threats, torpedoes.

I would have them with no generator standard to keep the cost down.  This is a specialized model and not an all-round brawler.  Give the squadron the option of upgradeing with either an internal kinetic gen (kinda useless but it's an FSA thing) or more importantly an internal target painter for Primary Weapons.  This does go against the  anti-sub warfare role but you are paying extra for it.  It also greatly helps the fleet because you are putting a squadron of painters up close where it is difficult to dislodge them.

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2 minutes ago, tank0625 said:

I like your ideas about the generators. Do you think mines are usefully for FSA?

Except for Danes using them en-mass, I don't think mines are very useful at all.  A few models such as rotor flyers can hang around and completely clog up a channel but for surface vessels your risking the mine layer vessel to it's own weapon.  Also it would usually be quicker to use the ship to kill whatever was planning on coming through that channel anyway.

The one situation they could be useful on this model would be running submerged under a squadron and dropping it right in front of them.  This would almost necessitate taking the kinetic generator. After this you are generally behind the opponents lines but without the weapons to truly take advantage of it.  If you use the Kinetic Generator to get into position early enough in the game, you don't even have the Target Painter to use.  A medium sub with two generators would be prohibitively expensive.

In the end it is a mediocre weapon on a platform not designed to take advantage of it.  It may come in very useful every fifth game, but how many points are you wasting in those other four?

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8 minutes ago, tank0625 said:

Thanks for replying. what weapons do you suggest besides torps?

Why do you need other weapons?  If you are going for a dedicated submarine killer then torpedoes and above average CC is all you need.  No other weapons system (except particle accelerators) can even be fired while submerged.  If you add broadsides or volleyguns you are going to want to surface to use them, and those weapons are useless against your stated target.  Plus, a surfaced submarine is nothing more than a defenseless funny shaped boat. 

Take the Vanguard for instance as a decent submarine hunter.  Switch out the ramming ability for the optional generators and your about where you want to be.  Increase the strength of the torpedoes by +1AD, move the RB's forward because your not Britannia, and switch Piercing for Pinpoint.

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Honestly no, both of the groups FSA players gave up on the game a year ago so it's been a while since I have seen the FSA aerial stats.

I would caution you to check with Spartan before going crazy on a modular small.  With limited design time it might not be possible since the sub is already to require normal and submerged designs.  Throw an email to them and ask how much would be possible, a few people are already sending in designs so starting now might get you a little leeway.

I would also drop the idea of volleyguns on a flyer.  Half of the weapons ability, targeting flyers, is redundant and the built-in redoubtable is not very useful on a 2HP small.  If you are making an escort volleyguns would remove the ability to link with their parent because all other flyers are armed with regular broadsides if they have secondary weapons.

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Honestly no, both of the groups FSA players gave up on the game a year ago so it's been a while since I have seen the FSA aerial stats.

I would caution you to check with Spartan before going crazy on a modular small.  With limited design time it might not be possible since the sub is already to require normal and submerged designs.  Throw an email to them and ask how much would be possible, a few people are already sending in designs so starting now might get you a little leeway.

I would also drop the idea of volleyguns on a flyer.  Half of the weapons ability, targeting flyers, is redundant and the built-in redoubtable is not very useful on a 2HP small.  If you are making an escort volleyguns would remove the ability to link with their parent because all other flyers are armed with regular broadsides if they have secondary weapons.

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Honestly no, both of the groups FSA players gave up on the game a year ago so it's been a while since I have seen the FSA aerial stats.

I would caution you to check with Spartan before going crazy on a modular small.  With limited design time it might not be possible since the sub is already to require normal and submerged designs.  Throw an email to them and ask how much would be possible, a few people are already sending in designs so starting now might get you a little leeway.

I would also drop the idea of volleyguns on a flyer.  Half of the weapons ability, targeting flyers, is redundant and the built-in redoubtable is not very useful on a 2HP small.  If you are making an escort volleyguns would remove the ability to link with their parent because all other flyers are armed with regular broadsides if they have secondary weapons.

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Instead of building an all sub fleet I'd rather a support cruiser.

The Grand Coalition doesn't need to be the sub faction. The KoB have always been the sub fleet and their allies the FSA don't need that as well.

I of course always liked my idea of a tough medium ringed with Volley Guns. No primary weaponry but Volley Guns Fore, Broadside, and Aft.

I'd think a Combat Coordinator and high auxiliary stats AA/CC would then be beneficial. 

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2 hours ago, tank0625 said:

How about a medium class airship that is a mine layer with the minefields MAR? Also give it high CC so it can be a mine sweeper and effective against subs.

The FSA already has the Avions which are completely useless against aerial targets I don't think they need another small aerial that does nothing but drop explosives.

They also have a large glut of medium aerial units that are largely unused because while they are very good games are limited to 40% non-Core.

There's just no way to fit the Lee's, B72, John Henry, and A17s all into most forces.

 

There's more room I think for a boarding focused aerial small. It'll be like the Magni but I don't think that's too bad.

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