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Official Marauders & Mercenaries Thread: OSO OmniDyne

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19 minutes ago, alextroy said:

The best post possible for explaining why Interceptors need to die a painful death in FSA V3.

Or at least take a significant nerf.

Thankyou for sharing, guys. Methinks this sort of feedback is exactly what the designers and testers need.

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-edit to fix the giant smartphone screwup-
 

A proposal our group has been brewing as a counter to Interceptor swarms, allow Fighters to expend their AD ordinance to increase their PD in a dogfight as though it had been an attack run. 

It would work where a Fighter SRS token expends it's ordinance to add half it's AD rounded down to it's PD for a dogfight, which would be considered an attack run and the token would immediately return to base.

Example: 5 Fighters are going against a 6 strong Interceptor group that's been denying torpedo shots all game.  5PD vs 12PD is a no win prospect, so the Fighters make a Dogfight run and use their AD ordinance against the Interceptors instead of attacking a ship.  The Fighter SRS has 10 AD, which halved (and rounded down if needed) is used against the Interceptors adding (10/2=5) 5PD to it's existing 5 PD for 10 total. They now stand a chance against the Interceptor hoard, hopefully having some kind of effect in the dogfight.  But having expended their munitions the surviving Fighters must return to their carrier as per normal rules.

 

Opinions ?

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Not a bad idea, however given that Fighters have 2 AD and 1 PD, why don't you just say they can use their AD against another Wing Token during their own movement phase and immediately return to base after the Dogfight is resolved?

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4 hours ago, alextroy said:

Not a bad idea, however given that Fighters have 2 AD and 1 PD, why don't you just say they can use their AD against another Wing Token during their own movement phase and immediately return to base after the Dogfight is resolved?

Because then that technically that wouldn't count as a Dogfight, but as an Attack Run, and it might be too powerful and rules-lawyer-ish to allow Fighters to make their one Attack Run against one SRS token and then make their one Dogfight on another en-route.  You're giving up your Attack Run to make your Dogfight more powerful, so it's that way for balance reasons.

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Perhaps take a leaf out of taskforce and/or make interceptors really short ranged? As soon as interceptors make a single interception or defence contribution, they have to RTB? But balance that allowing a single wing of interceptors to be launched for free in addition to the regular SRS launch on a carrier activation? (Which might also stimulate some STS play, since carriers don't have to "waste" an activation to get their interceptor screen out again). 

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2 hours ago, Commodore Jones said:

Because then that technically that wouldn't count as a Dogfight, but as an Attack Run, and it might be too powerful and rules-lawyer-ish to allow Fighters to make their one Attack Run against one SRS token and then make their one Dogfight on another en-route.  You're giving up your Attack Run to make your Dogfight more powerful, so it's that way for balance reasons.

Not really.  All declaring an Attack Run allows an SRS Token to move to a location that is not within Command Distance of it's carrier to end it's movement.  It does not include Attacking or initiating a Boarding Assault on a model.  You can actually do those without declaring an Attack Run, it just needs to follow the movement rules for not declaring an attack run.

I'd say the wording you are looking for would be something like:

"A Fighter SRS Token that initiates a Dogfight during it's Movement Phase may elect to utilize its AD value in place of its PD value.  Once that Dogfight is completed, the Fighter SRS Token immediately returns to base."

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My suggestion is that Interceptors need to pick a squadron to escort, and they only get to torpedo intercept for that squadron (and their version of an "attack run" is to leave the command sphere for their carrier to approach an allied squadron).  It makes no sense to me that tiny, short-ranged craft should be able to cover an area larger than the largest planetoids on the board (8") or the same size as the largest asteroid or debris fields (12").  The rulebook tells us that the actual ship position is the peg in the flight stand (though how that works with dual-peg ships is a mystery to me, as they would have to be immensely larger than smaller classes).  If you consider that something the size of a heavy cruiser occupies a volume of space that's around 1/8 of one inch, tell me how interceptors cover a 12" bubble?

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I would simply make it so they only cover 1 squadron. Launch interceptors out to cover your Heavy Cruisers, they ONLY cover the heavy cruisers. They aren't useless then, but you have to at least pick and choose what you want to cover. At most, make it so they cover 1 squadron, and if they're still within so many inches of another they can contribute half their PD at most. Full PD to their target. that 4 pd extra is now only a 2. As for having bombers/fighters just floating around, they can only ever contribute half of their PD to anything. No more 6 extra PD bubble just because you have bombers waiting to make a run. 

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I would assume you'd have to wait to use them until you really *need* the boost.  Considering each other type of SRS is a one-shot effect that has to RTB, I don't see an issue with Interceptors going that direction.  I still think the bubble they give is entirely out of scale to their description and other game mechanics, but at least it solves the issue of fleet-wide immunity to torpedoes.

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I ordered one of everything, should be to the house as soon as the UPS truck arrives.  Hopefully everything comes in the box; it seems like I've been missing at least one part out of all my Spartan orders recently (no flamethrowers for Directorate Assault Helix, no turrets for  Directorate Support Helix, missing bases for Works Raptor Recon Helix in my last three orders).  Dispatch has been great about fixing things, I just wish I didn't have to wait on stuff, and I know it costs them money to fix things after the fact.

Come to think of it, I need to order some of the half-rings.  Guess I'll do that after I see what the models look like assembled.  I have some of the old Auditors though, and doubt I'll be ok with some halfs and then full rings. 

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Not-pro tip when painting OSO - don't glue the rings on straight away. There's a large amount of detail in the engine area, and, if the ring is glued on, you'll have to contort your hand in...interesting...ways when painting it. Better to not glue the rings on - but it works since the gluing area is somewhat covered up in the final model.

That said, being able to stand the models on end when drying them is a wonderful thing...

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The rules-pdf for the new ships have been updated slightly;

- Paradigm Escort Carrier and Representative Light Cruiser: It's been clarified what Tiers and how many of each you may take in a PF / BF / GF.

- Paradigm Escort Carrier: Clarified that they have a squadronsize of 2-3 unless fielded in a pure OSO/Directorate fleet.

- Representative Light Cruiser: Costs for the two hardpoints are swapped; +1 PD is now free, while Pack Hunters costs +5 pts. (And honestly, this makes much more sense.)
 

 

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Won a game 12/-2 with my newly painted Omnidyne on Monday (none of the new models, just old ones I hadn't gotten around to painting for a few months :P )

Played with this list and won 12/-2 against a pure Ba'Kash force of a Battle Carrier, 3 Heavy Cruisers, 2 Destroyers and 9 Frigates (one 4x squadron, 1 5x squadron).

Phorcys- Executive (Admiral)- +1 Shield; Assault Robot Torps; Torps- 215
-SE01- Synergy- Torps- 15

Ceto- Executive- Assault Robot Torps; 2x +3 wings
-6x Bomber

Stheno, Euryale & Medusa- 3x Auditor- Torps; Biohazard- 270

SC01 to 06- 6x Synergy- Torps- 90

SC07 to 12- 6x Synergy- Assault Robot Torps- 90

Really pleased with the play I had with Ceto, the carrier Executive:
-Knock out Battle Carrier's PD with Virus Strike
-Take the initiative
-Shunt in Ceto in a Gas Cloud, conveniently roll 'Main Drive Ignition Delay' so she starts at a full stop
-Activate Ceto first, pass disorder test, launch bombers against the Battle Carrier, which can't do ****, and double crit it
-Follow up with damage from the BBs fore beams, and plink a Destroyer with starboard beams for good measure

Shunting in a carrier Executive is definitely something I want to try again, as lots of flukey dice led up to that moment- for instance, I won initiative despite my opponent having played Intel Gathered, the shunt result went alright, and I wasn't disordered by the gas cloud. But it throws a brick right into your opponents battle lines.

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Now the new ships have been around for a while?

Any favourites? In a interceptor heavy meta I can see the light cruisers being a great replacement t3 for our corvettes, and the light carriers look pretty tasty too. They start getting pricey once you add interceptors and upgrades, and they don't pack much punch but they have good hulls and can get a great bombing run in. Not decided on the new cruisers yet.

How are your lists shaping up?

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The light cruisers are great, and a welcome alternative to wasting torpedo/ART shots at squadrons that won't care.  I generally always take a squad now, usually with Pack Hunters as the upgrade.  Escort Carriers are also good as a stand-alone squad.  I generally choose between them or the cruisers, depending on what my game plan is.  They mesh better with the rest of the fleet due to their arcs, and while pricey when fully upgraded are still a decent buy for the points.  Having Deck Crews is also a big plus, as you can shake off lucky hits on your Bombers and keep them useful longer.  Cruisers are interesting.  I use them now in games where I think I'll have to worry about the enemy getting into my flanks/rear and use their broadsides to cover what would be largely open arcs.  They are, however, underwhelming in the opening turns due to their lack of forward fire and present some awkward choices on how to mesh their needed movement pattern with the rest of the ships.  If the board/opponent isn't likely to try to rush past me, I've been leaving them out in favor of the Escort Carriers and using their forward firepower to bolster the normal tactics, with the bombers available to swoop out at anything that does get to the flanks.  All in all, I think all the new ships have valuable roles in the fleet.

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I've been thinking of ways to make my OmniDyne more boarding capable, and having been very impressed by Corsairs after playing a game with them yesterday, what do people think of this list at 1000 points?

Executive (Admiral)- +1 Shield; Assault Robot Torps; Torps- 215
-SE01- Synergy- Torps- 15

3x Auditor- Assault Robot Torps- 255

3x Brigand- Second Fore Primaries; Launch Tubes & Second Assault; Assault Blitz- 180

6x Synergy- Torps- 90

6x Synergy- Assault Robot Torps- 90

6x Outlaw- +1 AP; Assault Blitz- 150

General course of action would be to leave the Brigands and maybe Outlaws in reserve to let the Omnidyne core soften up the opponent for boarding. Big guns on the Brigands help to remove ships which don't succumb to boarding.

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Brigands are amazing for omnidyne as allies, I have 2 squadrons built to take ships. We strip crew faster than any other fleet out there, and the assault blitz knackers the PD defence. All those chuck a couple of cyber dice at the bridge and you could end up attacking a ship with no crew, now AP, and half PD, we also do that without severely weakening the enemy vessel, so it takes a significant investment to destroy if from the enemy

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