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Havock

Sell me on the Directorate

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Okay so a frend of mine is pulling me into the game, and initially I was looking at Hawker -because dad sexy ships-, but the faction is a bit limited -unless I play it safe and go terran + Hawker.

And then I glanced here and oh my, while the Hawker aesthetics cannot really be beat, I was kind of  looking at the Works Raptor BC's and DD's as well, and they are natural allies of this esteemed club of businessmen, I asume they mix equally well?

So, would the 2 player box set be a good start? Might be able to split it with someone.

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I got my start on Directorate with Return of the Overseers, and I run the Anarchist in pretty much every list. It's an incredibly versatile ship.

Directorate can use pretty much every dirty trick, save nukes. While you don't get the multiple arcs like a lot of other factions, the arcs you do have pack a mean punch, with decent range to boot. Directorate also have wide access to biohazard and special forces, so if you like the idea of capturing enemy ships, Directorate are one of the best factions.

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On the WR accompanimentment, there's good news and bad news.  The good news is that they do look fantastic; I particularly like their DDs.  The bad news is that...well, they kind of suck.  The BCs have ablative plating, which means when they fall to half HP every hit is a crit.  Their defenses are also easily negated as they need to be relatively close to get large numbers of attack dice, and inside 20" they lose most of the benefit of their rules.  The DD's are much better defended, potentially being much harder to kill than the BC's even.  However, you will soon learn when playing this game that torpedoes are a completely irrelevant weapon system a good percentage of the time.  Against many fleets they'll have so much PD from interceptor spam that firing torpedoes is never going to accomplish much. 

For the Overseer box, the T1 choice is (IMO) the best all-around ship that Directorate gets, and you should pretty much always consider taking one.  The T2 choices in the box are very focused.  What they do they do very well, but that's all they do.  If you can play to their strengths then you will enjoy them.  If you try to take them outside their design zone they will fail horribly.  The T3 frigates are the original T3 choice for Directorate.  While not specialized like their other options, they are generally good and useful in any game.  I tend to build all-around lists so I use these guys a lot.

For expansion in the future, the carrier is very good if you like SRS (being able to bomb people while cloaked is brokenly unfair in some situations).  The BCs are also very good if you play them conservatively and snipe from range.  The dreadnought can take a punch, but is below average for the class and I only take one when I need something to soak fire for the rest of the fleet.  The other battleship is, IMO, inferior to the Anarchist in every way. The battlestation is both incredibly good for its points and bad.  It's bad in any mission that requires mobility, but great if you can park it on an objective and dare people to take it.  Can also be amusing with an outflank maneuver to get it much farther into the board than would be apparent. 

For T2 choices, I highly recommend the destroyers and heavy cruisers.  The destroyers provide massive firepower from a distance; the heavy cruisers are very tanky and can't be ignored as they close to board.  It's a good combo in that opponents can't afford to charge the DD's because they'll get to close to your boarding specialists, and the DDs will happily plink away from ranges that make them extremely hard to kill.  R&D cruisers (the non-overseer ones) make an interesting pairing with the carrier (cyberwarfare doesn't lose dice for cloak, so you can just keep the carrier cloaked and the stealth on the cruisers makes them vulnerable only to close return fire).  Normal cruisers are completely average for their points.  This is not a negative.  They can be spammed in large numbers for small point totals, which can be useful if you want to go all-in on T1 choices or whatever.  The escort carriers have not been overly great in my testing.  Their only weapons are torpedoes, and their wing choices need to be Interceptors due to their low PD.  They very rarely damage anything, and are only worth taking if you want to stick them in the middle of the fleet for PD coverage.  In that situation, they can be extremely hard to get rid of.

T3s are all pretty average.  Liquidators (the overseer ones) get decent firepower at (for a T3) good range and are quite cheap; don't bother to give them biohazard most of the time as it offsets their expendability.  Drones are very specialized, and again suffer from PD defence spam.  They can be pretty brutal against opposing T3s that try to get out ahead of their fleet, so that's a plus.  Impacts, the light frigates, are a pain in the butt to coordinate fixed fore with the entire squad but are extremely cheap and hard to get rid of.  I find that they soak an inordinate amount of enemy firepower to get rid of them.  They can also be upgraded to cyberwarfare or scout, both of which are situationally useful depending on your list.

All in all, Directorate are probably the most balance all-around fleet.  They can do some of pretty much anything, but not top tier on anything other than Cyberwarfare.  While you'll rarely play a game in which the strengths of your fleet completely dominate your opponents (which can happen with some other matchups), you'll also almost always be competetive in a game.  This is also helped by the fact that, while not all Directorate squads are *great* choices, there also aren't really any that are useless.  You can make something happen with any decently prepared list.

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Directorate also naturally ally with Omnidyne, which I'm more fond of than Works Raptor.  OSO is more shooty than WR and their T1s can pull the nasty trick of having both regular torpedoes and ARTs which can really ruin someones day.  The gunships are nasty in numbers, which they can do with Directorate.  I haven't gotten my hands on the new cruisers yet but they look okay.  The corvettes are some of the best!  Cheap, high numbers, elusive and pack hunters!  Only downside is torpedoes or ARTs are your only weapon choices.  Like the Impact, they draw a lot more fire than they warrant :)

Works is great for boarding IMO other than the torpedo cruiser, which gets shut down usually by PD/interceptors.  Difficult target and stealth across the board.  Go straight for the throat and rip it out.  But WR and OSO can't run in the same fleets without using planetfall :(

Directorate is just plain nasty as everyone else has said.  Their options are impressive and they are unmatched in cyber. I don't think cyber is a game breaker but it has its place.  Drop a few hazards on a T1 then close in with heavy cruisers to board ;)  We even have gravity weapons now :) If I were to change one thing it would be the cloak on the battlestation, hate loosing half my guns to make it harder for someone to hit me  :(

So, welcome to the corporate baddie faction B)  You'll be glad you did.

 

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Thanks for the input people, apparantly it was decided for me, got a patrol fleet as a gift but it was Hawker -fine with that either way-, but seeing as I generally try to have two armies/fleets/whatsits for games I play, I'm gonna run with these guys when I finish up the first.

Just need to scrounge up the Directorate part of the Overseer box, my would-be split partner decided against it anyway :(

 

Special mention for Chief Mutt, didn't know OSO was a natural ally as well, and tey look pretty fun to pair up :)

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You are both right and wrong.  OSO is a Natural Ally for Directorate, which is why you can take 50% of your point in OSO ships.  However, natural allies are not automatically granted access to faction-specific TACs.  The same Natural Ally, no faction-specific TACs is true for STL Syndicate as Terran allies.

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...because STL and Terran are also not natural allies 

It's more like they're the 'preferred merc' for each faction as they have ties, they're still not really close friends - but they have close working relations 

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I mean, recognizing that it's just semantics here and as long as you understand that Hawker allies get up to 50% MFV AND keeping Terrans using their racial TACs, while STL Traders and Syndicate just get the 50%...

Technically, the wording of the rules is that Syndicate and Traders are Natural Allies to Terran, and up to 50% of your MFV may be spent on their models, full stop. Ergo, the thing that defines a Natural Ally is the expanded MFV pool, while the TAC access not being restricted is an additional trait. That, or Natural Allies is a completely superfluous term, since the additional rules for Natural Allies are written out in all cases... 

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To get super technical, you can always spend 25% on any Allies, and there is an extra 25% you can spend on Natural Allies, which can dip into the 25% for all Allies.

Generally, because your Minimum Fleet Requirements must all come from the same faction, it will be very difficult to only spend 50% of your MFV on these ships.  Some factions will struggle to stay below 75% and maximize their 25% on Allies.

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What exactly did you pull off?  You didn't spend 50% MFV on Allies...  it looks like you spent a little over 25% on Natural Allies, which is fairly easy to do, thanks to their spending flexibility.

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I've pulled off lists running half and half, what kills me is that you need to fill out minimum requirements from your main faction, so if you want OSO tier 3s Inna grand fleet, you still need 3 squads of directorate tier 3 

If I have natural allies they seem to take more like a third of my fleet when they're still effective. If you really want to push that 50 you may want to consider just playing the ally :)

Not that there's anything wrong with 50 50, just doesn't usually fit my tactics

(Nice trick for any who want to though, you can save a few points by having 2 squads of 2 as part of your minimum requirement their 3s, then take regroup tac, and merge them at the begining, essentially you drop the minimum requirement by one, for the loss of a tac, and a battle log, so if it's worth the trade...)

 

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One of the big pluses of the Directorate IMO is that you can field a fleet that has most of firepower on turrets - and using Beams as well.  The basic Cruisers with their Beam Turrets have better range than many weapons, get the Beam bonus at short range even though the AD drops, and can shoot into all arcs.  So while squishy (like many basic Cruisers), the ship is forgiving offensively.  You have good shooting at RB1 and 2, some fire power out to 30", and can hit ships at your 6.  Even if you get outmaneuvered the CRs, like many Directorate ships, can still contribute offensively.  

And that flexibility lets you try to maneuver to negate your opponent's strengths or complement your other ships,as opposed to needing to maneuver in particular ways to maximize your own.  

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