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Official Marauders & Mercenaries Thread: STL Traders

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Two Carriers with 5 Wings each is 200 points, which is a bit expensive, but very capable for the points. If you loose one, it's probably time to FSD out, but generally Carriers should fight to the bitter end if they still have 4+ wings.

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I was also concerned with how frail Trader ships are but the combination of high squadron numbers and torpedoes means you can deal some devastating damage as a fleet I would still take a Battlestation for my admiral whenever possible but the Carrier Squadron is nothing to sneeze at.

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I was also concerned with how frail Trader ships are but the combination of high squadron numbers and torpedoes means you can deal some devastating damage as a fleet I would still take a Battlestation for my admiral whenever possible but the Carrier Squadron is nothing to sneeze at.

Now that I have several games under my belt, I can say that 5 strong cruiser squads evaporate quickly. If you're sneaky though, getting two strength 9 shots and a strength 6 shot on the rear of something can do some serious work. The games around her always have tons of interceptors afoot however so torps never seem to do much.

 

Battlestation is great, still haven't her sunk yet. It's screaming at me to quit proxying it and actually build one though.

 

Carriers are.... hard to use. They are very fragile and slow but with two cruisers put out around the same amount of fire as a cruiser squadron. It's tempting to take 6 bombers and make use of split berth and 4 interceptors or something, I'd recommend this if you're running the squad starting on the table. Alternatively skipping the accompaniment and using them as a double token shunt bomb seems ok as well. I try to avoid putting my admiral on a prospector as they get focused crazy fast. I'll never forget that turn one shot from a dindrenzi dreadnought that triple crit my poor admirals ship before he could even move.

 

Frigates are fun if a little pricy. I've used them as tier 3 hunters. with three shots of 7 torps, it's easy to split up the defensive fire. You can also circle around asteroids and the like to avoid return fire and not limiting your own.

 

I've had great fun with STL but they have a big hill to climb. I'm going to start mixing in more syndicate ships as it will help with variety and still stick with the theme.

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Com-Sat BE-33 Transmission from Osmium system surveillance station

Multiple incoming shunts detected. Angle: 75*-291*. Source: Unknown. Friendly transponders: Negative. Identification: None. Approximate T to arrival: -6 StdH, 21 StdM. Tire1-scale jumps: positive: 3. Requesting Crisis support fleet. (Request priority: Orange)

 

22nd Crisis support fleet

BS-17 Helheim (Reformer class battle station)

  • Twin modernized main drive
  • Sector shielding technology
  • 145th Marine brigade
  • 3 Intercepor wings + 6 fighter wings

CV-14,20 Tuonetar, Vamatar (Prospector class carriers) Tuonela squadron

  • 5 Bomber wings each
  • Modernized main drives
  • Opportunity class cruiser escort CL-38,39

CL-71-75(5) (Opportunity class cruisers) Svartalf squadron

FF-178-183(6) (Militia class frigate) Quasar squadron

FF-312-315(4) (Militia class frigate) Pulsar squadron

 

 

Transmission from BS-17 “Helheim” Commander Freya Frigidson

Helheim to all ships. Jump to following coordinates on my mark. Hostile engagement possible. Switching to scrambled frequencies.

Frigate squadron Pulsar, delay your jump by T +2 standardized hours.

Jumping in 3, 2, 1, Mark!

 

CIC Log BS-17 “Helheim” Commander Freya Frigidson

Helheim to unknown vessels: “You have entered a Syndicated trade route without authorization, leave immediately or we will use lethal force.”

“Ma’am, We´ve lost them on optical sensors! They are all gone except for Oroshan cruisers! ... Strike that, Incoming missiles! They are aiming for our cruisers! Cruiser 73 reporting critical damage, multiple decompressions!”

“It´s the spiders, switch sensors to trace their wireless signatures. Colonel, Ship-to-ship missile launch authorized, load tubes 1 through 8 and hit them back!”

“Will-do ma´am, targeting the enemy cruiser! All tubes, launch! … Multiple onboard fires on the enemy cruiser, we´ve hit them hard!”

 

 

On Tuesday, I managed to get my first test-game for my STL I played against Relthoza with Oroshan cruiser support. His list consisted of the following ships:

  • Battleship + 6 bombers
  • 2 Battle cruisers
  • 2 Cruisers
  • 4 Oroshan cruisers
  • 3 Frigates
  • 2 Frigates shunting in

I went with:

  • Battle station: 6 Fighters, 3 Interceptors, +4 Mv, Sector shielding, Second assault
  • 2 carriers 5+5 Bombers, +2 MV, 2 Cruiser escort
  • 5 Cruisers
  • 6 Frigates
  • 4 Frigates shunting in

He put his forces in the middle and on my left flank leaving his left side empty. I positioned my BS, cruisers in the middle, frigates on the left and the carriers on the right where they didn´t have any target, but were fast enough to reach the center in the 2nd turn.

 

The fight was interesting it showed just how flexible the STL are. No restriction in terms of firing arcs meant I could move them freely and didn´t have to care about being in the right angle. It was so much more enjoyable that way. I rushed m fleet towards my enemy taking cover behind asteroid fields and shooting torps until I got close enough. Also I could not care less about shooting on turn 1 as I had barely anything in range :D

My opponent tried to cicle around me, which proved to be a terrible mistake in a game where you are trying to get as many dice rolls as possible. (I know that this strategy works for turret races but Relthoza isn´t one)

The result was 12:3 for me

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nice job. That's a pretty bad relthoza list though. 

 

Do anything funny with the tractor beams?

 

Yes, there was a situation where he put his Defiler so it literaly was touching a planetoid. He did so to kill of my second carrier (First had already been smashed to pieces by this squadron He tripplecrited it!) He killed it but I got my revenge. I moved my battlestation so that it chould fire all of its weapons at the best possible RB. I pushed one untouched defiler into the planetoid, killed another with my turrets, crited the third with torps and finished of a battle cruiser with the second turret battery. My assault on the 4th defiler was a fail though but stil, the activation gave me 5 BL points whereas my opponent only got 2 out of his because he didn´t kill the accompanying cruisers. Other than that I haven´t used it very effectively and just pushed his ships backwards by one or two inches.

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He did so to kill of my second carrier (First had already been smashed to pieces by this squadron He tripplecrited it!) 

I know that pain

 

 

 My assault on the 4th defiler was a fail though but stil, the activation gave me 5 BL points whereas my opponent only got 2 out of his because he didn´t kill the accompanying cruisers. 

shouldn't that have been 3 BL to him for killing the second one? i.e. half the max hull?

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I know that pain

 

 

shouldn't that have been 3 BL to him for killing the second one? i.e. half the max hull?

Oh yes, my bad, we counted it that way but for some reason I wrote 2. Probably because I was thinking about the defiler cruisers :D

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Let me tell you a story, of a little battle station that could...destroy everything

 

we have a terran player in our meta, who uses the STL battlestation as a battleship, he grabs the +2Mv twice, and +1 shield, he then grabs 3 interceptors (or support craft) and a full token of bombers, but it gets worse, he then deploys terran defense platforms around the thing, who also sport a full bombing token together, being natural allies, he fields 2 in a battlefleet, with enough points for a tier 1 for his admiral to use as a viewing station for the fireworks, and frigates, to fulfill tier 3 requirements...AHHHHHHHHH

 

now I'm not saying it's unbeatable...I have yet to play this set up...but he has destroyed every time he uses it, often without losing more then a couple defence platforms, or frigates,

 those things can move 6 inchs a turn, and with 3 shields (4 with sector shielding) the things are beasts to kill, and when he gets close, those 2 set ups, can throw 4 fully loading bombing wings in 1 turn!!!  so if any of you STL's are willing to throw in some terran, you can use this to great effect :) if not...thank you for your courtesy to humanity :)

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Well he's only allowed 1 battle station in a battle fleet. But I hadn't realised it could take the Mv twice, makes it much more like a battle assault carrier which is kinda awesome, and certainly a model I'd like to include in certain fleets!

 

There is also the whole aspect of "do platforms move along with the battlestation" which is something I've risen in the Rules Forum. HERE

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they were in orbit around the station, but the station was not in  orbit, and was able to move 6 inches under it's own power a turn, so if moving terrain is in use, do both the defence platforms AND the battlestation have to be in orbit ?

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Orbit MAR

A Model with the Orbit MAR may be deployed in orbit (within 4”) of a planet, planetoid or Battle Station within the player’s Deployment Zone, and with any facing as desired.

Whilst in orbit, the Model is not subject to being moved by affects such as Gravitational Weapons, gravitational slingshots etc.

Nothing here indicates a Model with this MAR moves with the thing it is "orbiting". All being in "Orbit" does is make you immune to Gravity Weapon push/pull, and ignore the +4" Movement for being within 4" of a Planetoid. If that Station or Planetoid moves, it leaves them behind.

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Local tournament coming up fellow Space Merchants. I'd like to run my STL traders with some syndicate gunships but don't really feel like buying more resin until I get my current stuff painted so it'll be pure Traders or a different fleet entirely. 

 

How do we feel about 

 

2x Carriers

-additional command distance

2x Cruiser accompanyment

2x 5 bombers

 

5x Cruisers

 

5x Cruisers

 

6x Frigates

 

800 points

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While I'm all for fantisizing how the future STL Traders will be packed and what boxes they will get, I fully expect a big update, close to the one that Omnidyne got, with revamped rules* and new ships - which is also why I will refrain from buying and converting STL Trader-ships for now.
(*Opportunity Cruisers where essentially Light Cruisers before Light Cruisers became their own designation, so I'd expect them to get Difficult Target at the very least.)

With that said, I'll probably gonna proxxy some ships and try out the current rules for the STL Traders, because outdated as they may be, I still like them, and if they had their own model's I would buy them in a heartbeat.

My 1200 pts list would probably look something like this;

1x Reformer Battle Station /w +4" Movement, +1 Shield, Sector Shielding, 6 Bombers, 2 Support Shuttles - 290 pts

2x Prospector Carriers /w +2" Command Distance, +2" Movement, 6 Bombers - 190 pts
4x Militia Frigate Accompaniments - 80 pts
(I had some fun comparing 4x Militia Frigates vs 2x Opportunity Cruisers as accompaniments, but ultimately the Cruisers was let down by the fact that they're worth 1 BL each...)

5x Opportunity Cruisers - 200 pts

5x Opportunity Cruisers - 200 pts

6x Militia Frigates - 120 pts

6x Militia Frigates - 120 pts

1200 pts on the nose. Might ditch the 2 Support Shuttles in favour of getting Sector Shielding on the Carriers.

 


 

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0-3!

Ah well, it was a nice tourney and I blame some of it on me and not my list. 

I faced RSN, Hawker, and finally Directorate with Omni-dyne and Ba'Kash allies.

 

The cruisers, as usual, were my workhorses. Points of note were the frigates becoming disordered and still managing to crit a ba'kash cruiser twice!

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Torps work fine, it's that the fleet has no staying power and is slow with short range. it doesn't take much for our ships to fall apart and while we get plenty, we still pay similar costs per squad. I get 5 cruisers for 200 points, cheap cruisers but the squad is more than anyone else's average cruiser squad. I don't really win on activations because of this.

To alleviate some closing attrition, I sometimes reserved both cruiser squads, allowing them to arrive unmolested.

Large numbers of weak ships are also especially vulnerable to mines. A single tough ship might face a hit or possibly a crit from a mine. a sizable mine dropped on my poor cruisers can wipe the squad all but off the field.   

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