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ewar

Fleet Guide For New Players

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Hey,

I'm trying to talk my gaming group into starting up FA but after searching the net I can't find any good guides to how the different races play.

Would some kind soul put up some details for the 6 core races along the lines of:

strengths

weaknesses

special traits or abilities

tactics

The main SG website has lots of narrative but nothing to explain how the different factions play on the table.

We're going to start with 4 fleets and the hardback book, is anything else required to begin with?

Thanks for all your help!

ewar

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I'll do a bullet-point list for funsies.

TERRANS

Strengths

  • Excellent large ships and frigates
  • Interesting and potentially powerful R&D cruiser
  • Powerful torpedoes at long range

Weaknesses

  • Reliance on Shields for defense produces highly unpredictable results; if Shields fail, defenses are low
  • Medium ships are average at best
  • Difficult time bringing Wings without relying on carriers

Tactics

  • Battleships and Dreadnoughts, with their all-around Turret systems, excel at putting out two or three or even four different primary weapon attacks in a single activation, making them excellent at crushing medium ships. (Beware AD degradation on the Razorthorn and Apollo, though; linking weapons systems mean they lose dice more quickly than other battleships.)
  • Pilgrim frigates are best used for long-range bombardment with their torpedoes, then closing to RB2 to use their primary weapons to finish off injured cruisers or enemy frigates.
  • Medium ships can put the hurt on enemy large ships or enemy medium ships as need be.

AQUANS

Strengths

  • Exceptional ability to put out fire in every arc
  • High DR values means Aquan ships are harder to hit than their counterparts
  • Extraordinary maneuverability and speed
  • Some of the absolute best Large ships in the entire game, with easy access to Wings

Weaknesses

  • Lower AD on average than the other races' ships - balanced by squadron size, but this makes Aquans more expensive to field effectively
  • Medium vessels range from terrible to average and Small vessels are pitiful
  • Vulnerable to boarding assaults
  • Very little long-range firepower

Tactics

  • Aquan ships use their great speed and excellent maneuverability to take advantage of the terrain and close to Range Band 2 as quickly as possible.
  • Aquan vessels can all fire in the port, starboard, and fore, and all vessels except Frigates can fire in the aft as well. Good Aquan commanders maximize the number of arcs they can fire into.
  • All Aquan vessels with the exception of the Frigates have Mines, which can be laid to herd enemies or right on top of enemy squadrons for a nasty surprise when they activate.

SORYLIANS

Strengths

  • Some of the best Small and Medium ships in the entire game
  • Amazingly powerful broadsides
  • Excellent boarding capabilities

Weaknesses

  • Incredibly mediocre Large ships
  • Ships are sturdy, but most lack shields and are not as hardy as Dindrenzi vessels
  • With the exception of the Bombard Gunships, most Sorylian vessels lack long-range firepower

Tactics

  • The Sorylians are one of the simplest races to play. They use their better-than-average speed to get into RB2 as quickly as possible, where they can unleash their devastating broadside attacks.
  • Sorylians, once in knife-fighting range, are excellent boarders. A full squadron of five Scythe Frigates can throw 10 AP at a single target.
  • Sorylian commanders, much like Aquans, should take advantage of terrain to try to arrive at Range Band 2 as unscathed as possible.

DINDRENZI

Strengths

  • Bar none some of the best Medium ships in the entire game, excellent and cheap Large ships, above-average Small ships
  • Superb long-range firepower and fantastic primary weapon power
  • Extremely sturdy, well-constructed ships

Weaknesses

  • Reliance on fore-fixed weaponry makes target acquisition at close range difficult
  • Gunrack systems only allow a single target to be fired upon in the Port or Starboard with full strength
  • Smaller crew sizes mean ships are more vulnerable to critical effects or MARs which reduce CP and AP
  • Difficulty in bringing Wings without access to a Carrier (and their MKI Carrier is inarguably the worst in the entire game)

Tactics

  • The Dindrenzi have a singular philosophy: line the target up in the fore fixed and throw lots and lots of dice. They have excellent long-range firepower, which means a Dindrenzi commander wants the enemy in his sights as soon as humanly possible. On an open board, an enemy feet may lose many HP before they can even get into Range Band 2.
  • Their Large ships throw many AD and are very difficult to crit, but the Medium ships are where the Dindrenzi truly shine. Any commander worth his salt will want to bring the fearsome Gladius Gunships to the table whenever possible.
  • The Dindrenzi should be wary of getting into knife-fighting range with races like the Aquans and Sorylians, whose multiple arcs and excellent Port/Starboard broadsides will simultaneously mean the Dindrenzi's best guns can't target them easily and the enemy's best guns can.

DIRECTORATE

Strengths

  • A variety of powerful and interesting ships in all size categories
  • Excellent boarding capabilities
  • A smorgasboard of other races' technologies is present on their ships (Medium ships with Cloak, Dreadnought with Shields, etc.)

Weaknesses

  • Large ships are reliant on linking to generate AD, so damage kills attack dice quickly
  • R&D cruiser, even after errata, is of questionable effectiveness
  • Ships are generally slow and sturdy, but not as sturdy as Dindrenzi

Tactics

This is the only faction I have never played (except for one game with a cut-out starter fleet) and never played against extensively, and while I don't mind analyzing strengths and weaknesses, I'd prefer a Directorate player post up some tactics.

RELTHOZA

Strengths

  • Extremely potent broadsides at Range Band 2
  • Excellent boarding capabilities
  • Cloaking Field (and Stealth Systems if playing with Retrofit MARs) allows Relthozan fleets to move into Range Band 2 with relative ease
  • Ability to bring Wings second only to the Aquans

Weaknesses

  • Once Relthozan cloaks are down, their ships have the worst defenses in the game
  • Cloaks cut primary weapon dice in half, so the Relthoza cannot expect to put out much damage at long range except with extremely lucky torpedo fire
  • Ships are among the slower craft in the game

Tactics

  • More than any other faction, a Retlhozan commander must know precisely how to manage his activation orders and prioritize which squadrons go first and which wait. Being able to drop your cloak at precisely the right time to get off a broadside and not get hammered is key.
  • The Bane R&D Cruiser is, when used properly, one of the most effective and terrifying boarding platforms in the game. A good Relthozan commander will field Banes whenever possible and learn to master their fold-space jump drive.
  • The Relthozan 8" command distance is the largest in the game; combined with the new PD rules, squadrons can be spread extremely far apart without losing cohesion and defenses. This allows the Relthoza to get off weapons in multiple arcs, much like the Aquans, despite their limited speed and maneuverability.
  • A good Relthozan commander also knows when it is time to turn the Cloak back on to make a ship more difficult to kill.

If somebody would kindly put up some Directorate tactics, maybe veritechc could in turn put this up on the Black Ocean.

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Hi all,

Thank you for the replies - the bullet point breakdown is fantastically useful if you've never played the game before. I'd already picked Aquans on the models and looks like they'll be fun to play too which is a relief.

Though how anyone would manage to successfully board a ship full of fluid I don't know!

This kind of info should be much more readily available on the SG site if you ask me...

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Hi all,

Thank you for the replies - the bullet point breakdown is fantastically useful if you've never played the game before. I'd already picked Aquans on the models and looks like they'll be fun to play too which is a relief.

Though how anyone would manage to successfully board a ship full of fluid I don't know!

This kind of info should be much more readily available on the SG site if you ask me...

The Black Ocean will make it available to all very soon.

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Are you going to includes Alex's fleet stat comparisons? If so, one suggestion would be to always order then from highest to lowest. It's hard on a couple of the charts to figure out the relative strength due to the perspective that the charts give.

Other than that, solid stuff.

Zak

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Heya! Thanks (first and foremost) for the effort putting it together. I was looking at a couple of the charts and, for example, if you look at the Side-by-Side 2 - MvHP it would be slightly easier to read if the relative averages were ordered from highest to lowest. So on that chart, it's very hard to tell but I believe the Terrans have slightly higher average movement than the the Relthoza. If they were ordered going from left to right with highest first, then you'd know for sure. It's mostly to help determine if two numbers are close (visually) who is actually slightly higher, plus it lets a player look at several charts quickly at a glance and see their relative positions quicker.

Does that make sense?

Zak

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While Alexmann's statistics are very useful I believe they would be very confusing for a new player. Just understanding the abbreviations alone might run someone off. Especially if they have not yet gotten the rules. I think I will take the more general explanation that Wenyuan wrote up and post that on our site.

Does anyone have anything to add to his run down?

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Well that depends what they're trying to do - these are comparison charts after all, if someone doesn't like them, they don't have to look at them (or look at them and go "nope, not for me" or "WTF"?). These are fan-made additional material after all, and not part of the game at all, so I don't think it would put someone off the game. If they are trying to analyse the fleets in a more defined manner, they may be useful - I guess it depends on the sort of person you are!. If someone just wants a general "feel" then Wenyuan's post is good, though that is only one person's opinion (whereas stats are stats...(damn lies and all!)

As for the abbreviations, these are the same as used in the game, so they along shouldn't be confusing. That said, I can always change labels etc for clarity!

Ok that sounds good. Can you send me those charts as an excel file. Just drop them in the dropbox.

Thanks

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Once again this seems to be another little played ally, which the odds are that people won't create a tactica for, so it's up to me again to make a placeholder for now, while we wait for a more experienced person to write one. ATM this tactica is based on theory as I have no experience with the Xelocians. See the Ultimate Tactica Project for more. Here goes...

 

Xelocian Primate Summary:

 

Firstly the Xelocian Primate are a very small minor race which cannot be played beneath 801 points and above that, are rarely seen in a role other than allies, as they don't exactly have the strongest ships in the game.

 

Their strengths are:

Energy Transfer on their Tier 1 and 2,

Reinforced (Fore) on their Tier 1 and 2,

A slightly higher than average amount of shields.

 

Their weaknesses are:

No tier 1, apart from a dreadnaught,

A definite lack of PD,

Weaker than usual weapons on anything other than the dreadnought,

No mines,

A low fleet tactic score and command distance,

A lack of different models on the whole.

 

Ship reviews:

 

T1s:

Hulaka Dreadnought: It has some benefits I guess. With DR 7 and CR 11, 10 HP, 8 CP, with 2 shields, 3 escorts and a reinforced fore the Hulaka is pretty tough for a dreadnought. However, it slightly lacks in combat defensive and SRS defence stats stats as it only has 6 AP and 6 PD. As usual it comes with elite crew and impervious, and can gain the corrosive and split fire rules for it's beam weaponry which is neat. It sadly does cost 320 points basic, which is between 30 to 50 points more than other dreadnoughts but for that has remarkable forward offensive stats with 14, 18, 11, 8 , potentially corrosive beam with 8, 8, 9, 9 torpedoes to the front as well. Only the Dindrenzi Retribution dreadnaught can pump out 1 more dice of damage in one arc than the Hulaka with energy transfer. Finally it comes with 4 wings basic and the choice of 3 escorts which is neat. Upgrades wise, the Hulaka has the choice of 3 hardpoints which can be spent on +1 shield, -1 turn limit, 2x +1 mv and +4 wings.

 

My advice for this ship is that you take +1 shield, -1 turn rate, +4 wings, as this will mean that when it goes, toe-to-toe with another T1 which it will invariably do, it will be tougher than most, will be able to out-turn most of the other dreadnoughts and battleships come to that and will have the second largest number of wings on a dreadnought. Despite the lack of PD I would still advise that the Huluaka takes 6 bombers and just 2 interceptors, but make up for it by taking 3 kappa escorts. When it comes to combat, find the try and face up against your foe's tier 1, line up the corrosive beam weapons, and shred almost all foes.

 

T2s:

Hantari Cruiser: Not too amazing for a cruiser. Firstly they are pricey, costing 65 points but have reasonable defences with DR 4, CR 6, 4 HP, 2 shields, protected systems and 4 HP. Combat wise they are decent as they can be taken in units of 4, have once again energy transfer, and have 5,6,5,4 with the option for corrosive, fixed beams to the fore, 4,4,5,5 torpedoes to the fore and 4,5,2,- beams to the sides.

 

My advice for these ships is to take 4, with corrosive beams, try to get within range band 2, and let rip into your foes. 9" Mv helps them get there more quickly and also means they can spin in circles in need be.

 

T3:

Karn Frigates: Not much can be said about these guys. They are cheap and can be taken in units of 5, come with just about average defences with 1 shield, DR 3 and CR 5, 1 pd and the ubiquitous difficult target rule and have average gun stats with 3, 4, 2, - beams fixed to the front and 2, 3, 2, - beams to the side. They can't board well with 1 AP sadly too.

 

Overall, Karn frigates aren't bad, being cheaper, for weaker than usual defences, and being able to be taken in units of 5 for 100pts but aren't worth taking as allies. I would use them to face down enemy frigates, and maybe pick off a cruiser, but no real special plans apply to them.

 

List Building:

In a Xelocian list I would advise that the bare minimum ships be taken, and that you ally on other races. As allies, I would advise the Veydreth with their strong Tier 2s and Ryushi for their tier 3s, but others deserve a look aswell. As the only reasonable unit the Xelocians have to offer, is their dreadnought, they can only be taken in and around 1600 points as allies. Even then, it  may pay off simply to ignore them and take some other T1s instead.

 

General Tactics:

Fly close to the foes, and give them hell with corrosive beams. Also try to use terrain to protect yourself, as the Xelocians don't have much firepower beyond band 2.

 

Foes to keep an eye out for:

Dindrezi, as they will do what the Xelocians do but better and at longer range, with mines.

Anything with cloaking which can slip past the RB 2 sweetspot (e.g. Rethloza and Directorate).

 

Description made for 2.0 version of rules

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Description made for 2.0 version of rules.

 

Tarakians (Kurak Alliance)

 

Advantages:

- Tarakian Gravity Weapons are indirect weapons like torpedoes and like torpedoes they completely ignore cover/terrain/cloak modifiers

- Gravity weapons also completely ignore shields. 

- The battleship and cruisers have torpedoes in full arc on all three primary fire arcs, they can throw torpedoes almost everywhere at once.

- The ability of Gravity weapons to push/pull a ship instead of doing damage, I have found highly useful.  I once miscalculated a moving terrain scenario and was about to lose my battleship to a planetoid collision at the end of the turn, until I surprised my opponent by using my cruiser groups gravity guns to push my battleship 6 inches clear of the incoming disaster.  :P

- Gravity Weapons are indirect weapons and like torpedoes are not subject to dice loss from damage or crew point loss.

- The battleship has a Shield Rating of 3 compared to just 1 die it had in the last editions.

- The cruisers and frigates also have a shield rating where they didn't before.

 

Disadvantages:

- Gravity Weapons are Indirect weapons, meaning no Targeted Strikes at all. The battleship counters this a bit with it's broadsides being Primary guns.

- Gravity weapons short ranged with only 8" range bands, also the battleships other guns are Primaries and also suffer from 8" range bands.  But at least they all go all the way out RB 4 and with decent dice as well.

-Their ships are crew efficient, have low AP scores, average PD ratings and thus are vulnerable to boarding actions.

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Made for 2.0 version of rules

 

 

Let's see, I am not quite sure what do you mean about a tactica, or what format it should be.

 

What I can offer is the result of my few experiences I made. Till this day I was very lucky, and got to play vs Terrans, Hawkers Industries, Aquans, Ryushi, Dindrenzi, Relthoza  (sorilian and directorate come in sunday).

 

From these experences I have understood few things, and I will try to summarize them in some Thematic way assuming you are going to create a Hawker Industries Support fleet:

 

Hawker Industries Fleet Composition:

Positive:

  • You got great resistance to damage, having high critical and damage rating on Tier 1, 2 and 3
  • Your efficiency conserves itself much better thanks to  weapon shielding (you need to lose 2 hit points to lose 1 on your weapons)
  • You got great damage dealing potential in Tier 2 and Tier 3. Tier 1 is situational because of it's fore fixed, but it's sufficiently good. 
  • You got nuclear turrets!
  • You got one of the most offensive Carrier Groups around

Negative:

  • You are lacking Point Defence Fire. So you will need to have escorts or take a Carrier Group with interceptors on board.
  • Only normal speed. Your overall Fleet is not the fastest around.
  • Your main weapon is primary, which makes it the shortest range possible without added benefit.

 

So how should your fleet looking?

In direct confrontation you have one of the best cruisers and frigates around. They can absorb much damage and still be able to rain death to your foes.

 

In a 800 point game you might want to take:

1 Battleship

2 Cruiser Squadrons

1 Frigate Squadron.

 

In a 1200 point game you might want to take:

1 Battleship

1 Carrier Group with cruisers

1 Cruiser Squadron

3 Frigate Squadrons

 

A note on mars and upgrades. You should always prioritize Weapon shielding, then nuclear turrets on the squadron that has most linked turrets attacks:

Carrier Group has ...........14

Cruiser Squadron has..... 12

Battleship has ..................10 

About turrets you want to upgrade only 1 squadron to actually have turrets. You might want to upgrade a second if you really are desperate against frigates.

 

 

The rest is not that important, aside getting cyber warfare on your Battleship and Carrier. Speed is also a must for the battleship.

 

Deployment:

Remember that your frigates have the scout mar, which makes you redeploy one of your squadrons after the deployment phase is over. If you win the dice roll for deployment always let the enemy start, then put as first thing your battleship, knowing that you will be able to redeploy it later on if there is a need. You could deploy in reserve but since hawker industries are capable of putting a good torpedo fire even with frigates I think there is not much need to shunt in. Even carrier should not shunt in, because you need the interceptors for protecting your battleship or cruisers.

 

 

Terrain:

Since you have the shortest range available terrain is your friend. It can give you cover or speed bonus if there are planetoids. On plain open field you will have a harder time.

 

Battle Formation:

You should try to keep a compact formation (care for nuclear blasts and mines) and pierce right trough the enemy, Your objective is to put yourself between the enemy ships so that you can use 2 or 3 arcs of your weaponry. Being spread, can only be helpful if the missions demands, or if there is particular terrain in the field of battle. Also because you got turrets you wont be having big problems fighting back a shunting squadron if you need to. 

 

Tactics: 

They are pretty much straight forward. Use terrain to get as few hits as possible until you can unleash your weapons at range band 2 (8"-16"). How to maximize your efficiency?

  • Try to hit  enemy squadrons that have still to activate, in many cases firing at enemy that have already shot you does you no good.
  • Try to kill a squadron of frigates with torpedoes in the first Turn.
  • Prioritize your firing to not waste useful attacks. Frigates should attack Frigates then Capital Ships, Capital Ships should only attack Capital Ships. This is not always true but you do not want to lose 15 dices on one corvette where you got a -2 to hit modifier.
  • Try to use Tier 3 first, then Tier 2, then Tier 1. This is especially important because of the short range of the Hawker Industries weapons. If you move your frigates first, there is a chance that the enemy will eventually move closer to you, and then you will be at optimal firing range when it's your turn to activate your big ships.
  • Depending on mission it's better most times to incapacitate your enemy Squadrons instead of trying to kill a single squadron. Their Fire power will be greatly reduced. If you kill 2 cruisers from 2 different squadrons it will have much more impact than killing 2 cruisers from one squadron.
  • Try to use both your starboard and port fire arcs. Best if you are able to use both of them in conjunction with your fore arc torpedoes. Anyway most of the time if you are firing at a squadron you will always be in the situation in which you can carefully position your ships to shoot using two arcs.

 

Hope that this could come close to what you had in mind. ;)

 

 

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For 2.0 version of rules ( I don't play this race I made this only basing on manual)

 

The Pathogen

 

advantages

 

  1. Most of the ships have self-healing
  2. The ships are treated as unmanned / all effect which has an negative impact on crew is not working.
  3. The unique ability to take over the ships of the opponent and attach it to your own fleet.
  4. Unlimited boarding (normally 1-2 per game are allowed).
  5. They SRS can acquire enemy SRS (but not more than the starting value, rather something like supplement a wings)
  6. Can fire their weapons to the enemy before boarding (normally not allowed)
  7. Probably the best in the game the ability of boarding.

 

Disadvantages

  1. Most of the ships has a lower average firepower than their counterparts of other races (especially CRUISER and Carrier)
  2. A little slower than most of the ships races
  3. No harpoints (a special type of improvements)
  4. Ordinary little improvements
  5. Command on smaller distance (the distance at which the ships in squadron can support themsels)

       6. No shields, or other defensive systems as stealth or cloaks means that you have to rely only on the terrain and self-healing.

       7. Can not take any other race as alliance.

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Ryushi 2.0 rules

 

 

Ryushi: A Tactical Overview

 

The Ryushi represent one of the most SRS heavy fleets in the Alliance of Kurak, if not the game as a whole. The range of units is somewhat limited to a carrier, battle carrier, cruiser and corvette. What they lack in variety they make up for in simple, vicious effectiveness. The fleet as a whole has an emphasis on PD coverage, with most ships carrying Bigger Batteries making them a nightmare for SRS and boarding.

 

Shautrai Battle Carrier – Clocking in at a base cost of 195, it's a steep cost for a ship. But she's a brute to be certain. Defensive stats on her are comparable to most battleships, giving her some staying power in a scrap. At 8 PD, it has some of the highest stats in this department for any ship in the game. Average in speed and turning, it's not going to win a race, or corner like a dream, but it'll get you where you need to. Packing some long range firepower in the Fore (Fixed) are, the Shautrai comes in with a modest kinetic cannon. While not up the standards of the powerful weapons of the Dindrenzi, this gun can do reliable damage to cruiser weight ships, and light damage to other larges. Still, it's a welcome addition to the closing firepower for the fleet.

 

Now broadsides, that's where the muscle is! Still modest damage, but beams give you some impressive reach with them. Rounding out the firepower is the Fore torpedoes. 7 dice won't win prizes, but it's good for late game hammering on enemy targets.

 

Hardpoints are nicely balanced, and provide some choices that all bear considering. With a fleet all about wings, the option of pushing the ship up to a full 12 wings is not something to be overlooked, and is often the first thing on a Ryushi admiral's shopping list. +2 MV is a good thought, letting you push your ship into range of weapons and wings as quickly as possible. +1 Shield is...well, it's another shield. Bringing things up to 3 SH is always a bonus, with 3 giving you the protection that can reliably stop enemy ships from ticking you to death with multiple blasts, forcing them to link up for heavy strikes. And finally, if the PD wasn't quite enough, you can push it up to 10! Enemy torps and SRS, eat your heart out!

 

With upgrades, we come to one of the other staples in the Ryushi fleet. Point Defence Barrage. Suddenly making that +2 PD look sweeter, this gives you a good 8” swatter to help bring down enemy smalls that are giving you a hard time. Especially good for bringing down any corvettes that want to bring you down from up close, or board you. Also in the list gives you the option of Split Fire on the beams. Some value in it really, giving you multi target capability. While 12 dice isn't much to split, it can be more helpful once we look that the potential accompaniment. More on that part later. Last on the list is the option for Deck Crews. Just take them. Seriously. Deck Crews on a carrier is never a bad idea, it helps keep your carrier doing it's job at the top of it's game.

 

Alone, the Shautrai is a solid brute of a ship, able to lay out decent dice on it's own, and hammer down targets with waves of SRS. But if you really really just have to put the boots to something, you can take up to 2 cruisers to accompany this ship. Certainly unique amongst the Battle Carriers, this turns the Shautrai from a good battleship replacement, into a contender with dreadnaughts for firepower. Able to link up for 20 dice on the beams, there is nothing out there that's truly safe from this level of firepower. Not as resilient as a dreadnaught perhaps, but it can punch outside of it's weight class reliably. Upping the torpedo fire to the front to 11, this gives the ship the chance to get reliable damage out at nearly any stage of the game. The Speed upgrade will tie it up with the cruisers,, letting the squad move in concert. Point Defence Barrage is available here too, making this group a true menace to any smalls that might come near you.

 

This battle group is not cheap, weighing in at a minimum of 315 points plus wings. But it can provide a hard mailed fist for the fleet to smash into anything that gives you trouble.

 

Onnisha Carrier – Starting out at 120, this ship is nice costed for what it does. Average stats for defenses again, though still packing a gorgeous 7 PD stock, along with bigger batteries, this ship is able to keep SRS and boarding at bay for most battle groups. The Fore kinetic weapon is comparable to most cruiser level firepower, but lacking anything to link with, it's not going to win prizes for you. Still, the range boost from kinetic is still a boon to the Ryushi. Supplementing the cannon is 6 torps at all ranges. Not winning prizes again, it's still nice to have along. The broadsides weigh in comfortably, enough to menace cruisers, but not much heavier than that, these guns are still some of the best direct fire weapons your ship can have. Coming in stock with 6 wings, a full flight, this is where a lot of the damage is going to be coming from.

 

The Hardpoints for this ship aren't bad, though the lack of a speed upgrade can be felt keenly here. Still, access to a bump up to 9 wings can be helpful to get access to small groups of defensive wings, like interceptors or support shuttles. The option for extra shielding is always welcome, and likely the first thing on the list, keeping the ship safe as long as possible. The crew bonus is nice, giving you a little more protection from boarding attempts.

 

In the upgrades, the lack of Point Defence Barrage is felt here, making it the only capital ship in the fleet without it. Still, there's an option for Deck Crews. I've said it before, I'll say it again. Take it. Now and always. The ability to restore a wing potentially every turn cannot be overstated for a fleet that makes heavy use of them cannot be stated enough.

 

Still able to bring a pair of cruisers to escort them, this carrier group can lay down some impressive hurt. While the Shautrai outshines this ship clearly, as well it should for the difference in cost, the Onnisha maintains itself as a solid workhorse of the fleet, and rather economical to boot. A patrol fleet could see two of these ships stocked with wings, a full squad of both cruisers and corvettes escorting it, making a rather brutal force to deal with in small games.

 

Hokita Cruiser – This ship is the original escort cruiser, back in the days before all carriers had capital level accompaniment. And it still does the job damned well. Average defences, with 4/7 and a shield, they aren't incredibly tough, but they'll get the job done. Powerful broadsides that would not embarrass a Sorylian, they also come with beams! The reach they give is nothing to underestimate, and when things get tight, the re-rolls can help swing things in your favour. Average torpedo stats are on the fore, giving some respectable firepower at a distance. The only downside to these ships? Torpedoes mark their only closing firepower. At a speed of 8, they are average, but not slow either. The only option on these ships is the option for Point Defence Barrage. This can be helpful if your opponent puts a lot of emphasis on smalls, but can easily be worth a lot less outside of that situation.

 

Akkarai Corvettes – Fast, Elusive, and deadly, these little beggars make up the only tier 3 choice for the Ryushi. But they do not disappoint! Mean little gunboats, they come in fast, hard, and in large groups. 20 points each, a full group clocks in at 120 points. Not too shabby! Elusive is the only things keeping these things going, with 3/4 defences they aren't going to take much to put down. And your opponent will be doing all he can to bring them down. Since if he doesn't, you'll give him cause to regret it. Quickly. A full squad can throw out 14 dice, with re-rolled ones thanks to the beams. This drops to 7 outside of this range, which while not winning any prizes, is enough to keep some pressure on the opposition. Still, these little guys each pack 2 PD, giving them 7 against torps, which is pretty nice protection overall. And with that many 2 PD ships, throwing them inthe path of oncoming SRS can chew up SRS groups quite nicely.

 

In closing, the Ryushi are pretty flexible as a fleet, despite not having a wide variety of warships available. A Shautrai battle group is dangerous enough that the enemy will move heaven and earth to counter it, else they'll be regretting it intensely under the focus of such firepower. The sheer number of SRS that can be present puts them in a position to threaten a wide variety of targets, and taking a ship with Assaulters can actually help alleviate the downside of limited AP in the fleet.  

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Rense System Navy

Expensive, and generally not really that much tougher for the points as it's gone into Firepower. Each ship (apart from the Frigate) is on the top end of points cost on average.

The firepower of the large ships (which have good DR/CR compared with the average) attenuates more with each damage point as they have two weapon systems that links into itself rather than one large weapon system seen on other ships.

I've never got the impression that RSN is unbalanced. They don't have a serious disadvantage, except that they are an elite force and are always outnumbered. They aren't super tough, though, so you have to be careful with them. Basically, if you play RSN, you will have a very small selection of very powerful pieces, but you'll need to apply them carefully because casualties will hurt you badly.

I've never even played RSN once, and never even played a proper game of FSA aside from demos, but I'm drunk so I'm going to respond to this post.

RSN appear to be a balanced, generalist force. Being a generalist has a certain set of characteristics regardless of the particular game system. A generalist is capable of most tactics, but does not exceed a specialist within their own area of expertise. A generalist must play around the opponent's abilities more than their own, changing tactics from game to game, never trying to match strength against strength but rather adopting whatever tactics counter their opponent's strengths. It's usually an unforgiving and difficult style of army (or in this case, fleet) to field because it relies on knowledge. A generalist must know more than one style of play. Indeed, the ideal generalist must know them all: how to play them, and how to counter them.

Whether the RSN actually fits this mold, I don't know for sure. If the other replies in this thread are accurate though, they sure sound like generalists.

Yeah, seriously. If I could articulate thoughts like that when drunk...

Anyway, that's probably the most insightful thing I've read about the RSN.

RSN really is a jack of all trades, master of none. I play them 95% of the time. You're always outnumbered but you have capable weapons at your disposal. I've always thought of my RSN as "knowing when to hit the button." A bit of damage on our ships will render us nearly useless. It's all about getting the right tools in place at the right time to win the battle.

The Terrans, my other faction, are almost the polar opposite. They excel at absorbing damage but still being able to respectfully dish it back out when they close.

My love has always been the spooks. Start them far off, lob lots of torps, and put them right where you need to in RB2 when you finally drop cloak and fire off those 18'ish AD.

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Directoriate Tactica by Kurgan 

Quote


General principles to keep in mind at all times

  1. Keep your fore towards the enemy! This is rule number one especially in opening turns. You need to stay alive to dish out the damage, destroyed ships are useless. There are some exceptions of course, like Deterrents with great torps or Subjugators with gunrack weaponry. You still need to keep your fore to the most threatening enemy squadron unless you are firing at it, then you turn it against the second most threatening.
  2. Link firepower only if you need to or have to. Most of our ships (smalls are exception) have enough firepower in their ideal range bands to score a hit or even a crit with some little luck – 8AD is enough to hope for a crit and some ships have 9AD or even more (Nemesis, Deterrents, Subjugators). This rule goes well with biohazard upgrade as you put more CP damage on enemy ships. Don’t be afraid to link when you want a certain critical hit or even two. Simple rule is if you have between 8-13AD you want to fire unlinked at medium ships and if you can get together more (especially above 15AD) you should seriously consider firing linked – e.g. Vanquishers have 8AD in RB2 and when firing on medium ships you either want to fire unlinked to achieve as much CP damage and hope for 3-6HP damage or you want to link together for 16AD and just overkill one cruiser with hopefully two critical hits.
  3. Don’t forget mines! We have only four ships equipped with them and it’s easy to forget to drop them. They are great area denial tool and restrict your opponent’s moves and protect your flanks and backs.


 

 

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