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Bishop084

Official Zenian League Thread: Rense System Navy

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Had any games with this list, HERO? I've picked up some RSN ships largely just to paint because I think they're awesome, but I'm also curious how they fare as a complete list.

Haven't played FSA since v1 so I really don't know anything about them.

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My list is alot like yours but instead of the BB I have the carrier, I would drop the BB and put in the carrier or another Sqn of Spooks. (I just checked in AB and another sqn of cruisers would put you at 63% of your points in mediums) RSN Spook Crusiers are as good as alot of races Heavy cruisers.

Here is the list I use;

Total Fleet Cost: 995

Banshee Dreadnought (1#, 230 pts)

1 RSN Banshee Class Dreadnought, 230 pts

Argus Carrier (13#, 170 pts)

1 RSN Argus Class Carrier, 110 pts

6 Bomber, 30 pts = 6 * 5

6 Bomber, 30 pts = 6 * 5

Cruiser Squadron (4#, 240 pts)

1 RSN Cruiser Squadron, 0 pts

1 RSN Cerberus Class Heavy Cruiser, 80 pts

1 RSN Cerberus Class Heavy Cruiser, 80 pts

1 RSN Cerberus Class Heavy Cruiser, 80 pts

Cruiser Squadron (4#, 195 pts)

1 RSN Cruiser Squadron, 0 pts

1 RSN Spook Class Cruiser, 65 pts

1 RSN Spook Class Cruiser, 65 pts

1 RSN Spook Class Cruiser, 65 pts

Bulwark Squadron (4#, 80 pts)

4 RSN Bulwark Class Frigate, 80 pts = 4 * 20

Bulwark Squadron (4#, 80 pts)

4 RSN Bulwark Class Frigate, 80 pts = 4 * 20

With this list I tore into a Diredctorate fleet, when the game finished he only had his DN, carrier, and three frigates (1 in 1 sqn and 2 in another sqn) left. I had only lost a frigate and suffured a damaged CAH and badly damaged CAH. The Bombers finished off a DD and CAH.

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So why exactly are Sorylian frigates better than Aquan ones? I mean, I know Aquans have good large ships and weak-ish mediums, but the level of poop involved in their frigates is ridiculous.

AGREED!!!!! Hate my frigates. . . . The fact that the League has some of the best small class vessels in the game is ANNOYING!!!

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Unfortunately we can only field 50% on mediums as per the Zenian league list requirements. I just ran a two carrier list and did very well (best overall) in a tournament today.

1 Argus Carrrier

2 siren escorts

2 flights of 6 bombers

1 Argus Carrrier

1 siren escorts

2 flights of 6 bombers

3 Cerberus Heavy Cruisers

3 Pheonix Destoryers

4 Bulwark Frigates

4 Works Raptor Corvettes

quite effective and competitive, even against multiple battleship and dread armies.

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I don't have my book but by the PDF it does say 50% so AB is probably wrong. I went back and redid the list which is alot like yours but some differances.

Unlimited Pts - Zenian Support Fleet Fleet - Fleet Tigershark

Total Fleet Cost: 995

Argus Carrier (13#, 170 pts)

1 RSN Argus Class Carrier, 110 pts

6 Bomber, 30 pts = 6 * 5

6 Bomber, 30 pts = 6 * 5

Siren Escort Squadron (2#, 40 pts)

2 RSN Siren Class Escort, 40 pts = 2 * 20

Argus Carrier (13#, 170 pts)

1 RSN Argus Class Carrier, 110 pts

6 Bomber, 30 pts = 6 * 5

6 Bomber, 30 pts = 6 * 5

Siren Escort Squadron (1#, 20 pts)

1 RSN Siren Class Escort, 20 pts

Cruiser Squadron (4#, 240 pts)

1 RSN Cruiser Squadron, 0 pts

1 RSN Cerberus Class Heavy Cruiser, 80 pts

1 RSN Cerberus Class Heavy Cruiser, 80 pts

1 RSN Cerberus Class Heavy Cruiser, 80 pts

Cruiser Squadron (4#, 195 pts)

1 RSN Cruiser Squadron, 0 pts

1 RSN Spook Class Cruiser, 65 pts

1 RSN Spook Class Cruiser, 65 pts

1 RSN Spook Class Cruiser, 65 pts

Bulwark Squadron (4#, 80 pts)

4 RSN Bulwark Class Frigate, 80 pts = 4 * 20

Bulwark Squadron (4#, 80 pts)

4 RSN Bulwark Class Frigate, 80 pts = 4 * 20

Validation Report:

Composition Rules: Tournament

Composition Report:

Carrier: 34% (0 - 40)

Medium: 44% (0 - 60)

Small: 22% (0 - 60)

I chose Cruisers instead of DD's because RSN Cruisers are as strong as everyone elses Heavy Cruisers and our Heavies are more like gunships. I'll try this list next time I get to play a 1K list

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I would really like to hear some of the tactics you used is that tournament cause I have real trouble when using a carrier list and my oppent fields a dread.

Any thing in-particular?

Some things include:

It just has too many threats, the carriers / bombers are scary, the destroyers are scary, the Cerberus are deadly scary and the corvettes are a potential boarding threat. The Bulwark frigates tend to get ignored allowing them to pick on other frigates, escorts and cruisers.

I would do things like screen my carriers with bombers (utilizing their PD) if I needed to keep my carriers alive from torpedoes as we closed. I should say that I always play to the Star Admirals orders. Therefore I tend to ignore the targets that do not matter and just hammer those ones that do. Having the scout rule allows me to redeploy one squadron to help me with that if I need to.

I would also use the bombers to continually wreck one target. four consecutive bombing runs with 6 bombers each will bring almost any ship to its knees. Alternatively get those bombers out, make them hunt the closest cruiser / BS etc out there and then come back, repair (deck crews) if necessary and rearm and get back out there.

Utilize terrain if you can to keep you safer as well. hide behind it as you advance and utilize making yourself harder to hit or forcing your enemies to move a certain to hit you. This way you can have the Cerberus aimed in such a way as to use 4 volleys. One Fore, one Port, one Starboard, and the Torps. They pack a serious punch when all linked up on the sides and linking / separate in the front. I also find that depending on targets fire yours torps separately.

I also find that picking off escorts and then using your torpedo bomber wings to bomb the heck out of a large capital class can really cause problems fast for BS and Dreadnoughts.

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I would do things like screen my carriers with bombers (utilizing their PD) if I needed to keep my carriers alive from torpedoes as we closed. I should say that I always play to the Star Admirals orders. Therefore I tend to ignore the targets that do not matter and just hammer those ones that do. Having the scout rule allows me to redeploy one squadron to help me with that if I need to.

I think bombers can only use PD in defense, not in attack.

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I also find that picking off escorts and then using your torpedo bomber wings to bomb the heck out of a large capital class can really cause problems fast for BS and Dreadnoughts.

I did this once and it took ages. Even escorts don't fall with just one volley. At least it's difficult to kill all three escorts one BB or DN might have. You need to pack some long-range firepower for those escorts.

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I think bombers can only use PD in defense, not in attack.

That is what I did. I used them to defend against incoming torpedoes from Terran and Relthoza players.

I did this once and it took ages. Even escorts don't fall with just one volley. At least it's difficult to kill all three escorts one BB or DN might have. You need to pack some long-range firepower for those escorts.

I use my smalls to kill off escorts and then 6 bombers will often crit any large ship. Do you not play with the FAQ? You are usually getting at least 5 bombers through the PD, then you hit 7.5 times, 2.5 of which are exploding sixes, giving you 10 hits, then you reroll those exploding sixes and get 11 hits. ie: you often crit large ships! Remember they only get their shields in defense now, PD MUST be used to shoot at the bombers themselves. If you manage to not lose a bomber going in then you almost always crit large ships. I have had four bomber runs of 6 level a battleship in four activation's easily. Best part is because you out activate your opponent you can usually do this one after the other while they just watch, unable to do anything.

You can also kill off smalls by just adjusting how many dice are needed to hit a 5+. a small escort with dr3 and cr6 will still die most of the time to 12 dice from a capital ship. However use those frigates and corvettes to blast them with a mere 7 dice to ensure a kill on a cr5 escort model.

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I meant bombers can only use PD against interceptors, not torpedoes etc.

We play with the FAQ, but my opponent uses escorts for his capital ships. With so many PD dice you might easily loose 2 wings, which pretty much degrades bombers to cruiser killers. In addition, any additional losses will be hard to replace by deck crews. The MAR works only one per ship per game, too, so early losses will pull you down in any subsequent attacks. I think it's necessary to support the first bomber attack with an all out attack by a capital ship (BB/DN) to diminish the targets PD.

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I meant bombers can only use PD against interceptors, not torpedoes etc.

We play with the FAQ, but my opponent uses escorts for his capital ships. With so many PD dice you might easily loose 2 wings, which pretty much degrades bombers to cruiser killers. In addition, any additional losses will be hard to replace by deck crews. The MAR works only one per ship per game, too, so early losses will pull you down in any subsequent attacks. I think it's necessary to support the first bomber attack with an all out attack by a capital ship (BB/DN) to diminish the targets PD.

All flights can use their PD against incoming torps as per the rule book and FAQ. Quote I made earlier about this: All flights including the assaulter wings in a flight can combine defensive fire against torpedo attacks. However no flights can combine PD against an assault. Page: 49, clarified in page 5 (bottom) of the FAQ

I agree that you would need to not attack interceptor defended capital ships and then you cane easily go for cruisers (and the double crit) or kill off those interceptors first. My strategy was to pick off the support AND THEN commence a bombing run on the ship.

As per the deck crews, again true if we had but a single carrier, but we have two. Obviously you can role poorly and it does not help much but it can also do quite well. It is an average of 4 flights being restored between the two carriers.

I do not play with a BB or DN. Why play the same as everyone else? I play with a double carrier fleet which is what this thread is talking about. Taking 2 carriers and a BB or DN is not going to be easy and so I hardly see the relevance of bringing up a BB or DN in this conversation?

The point is a double carrier fleet is viable and I did just win a tournament with such a fleet.

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I do not play with a BB or DN. Why play the same as everyone else? I play with a double carrier fleet which is what this thread is talking about. Taking 2 carriers and a BB or DN is not going to be easy and so I hardly see the relevance of bringing up a BB or DN in this conversation?

The point is a double carrier fleet is viable and I did just win a tournament with such a fleet.

Fwiw, I don't think he was attacking your post, just saying that in his experience you need to tag a ship to knock down PD before making a pure bombing run. He was only using the BB/DN as an example of firepower being directed at a target to knock off some of its defenses (at least I think).

As an aside, did you go up against any fleets with lots of interceptors or defensive fire? I'm curious what kind of opponents you had in terms of fleet makeup. Your list is tight and takes advantage of good long ranged firepower, a solid core of tough mediums and the fighter swarms and it sounds like you played it well with good target selection and preparation.

How close were your games? Blowouts? Were there any fleets you dreaded seeing?

Zak

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I probably came off harsher than I meant to be there. Thank you for pointing it out Zak and I am sorry Ursus Maior.

I did face some interceptors and had opponents with more PD, However always playing to think you must completely nullify PD before boarding or torpedoing will not work. For instance once you brave PD you begin to weaken it. The more you hit the ship the faster you weaken it. The most important aspect of this game is target selection. Knowing when to use different weapon systems on specific targets is the key to winning this game. Also going for your star admirals orders is the most important thing and fastest way to winning.

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I probably came off harsher than I meant to be there. Thank you for pointing it out Zak and I am sorry Ursus Maior.

I did face some interceptors and had opponents with more PD, However always playing to think you must completely nullify PD before boarding or torpedoing will not work. For instance once you brave PD you begin to weaken it. The more you hit the ship the faster you weaken it. The most important aspect of this game is target selection. Knowing when to use different weapon systems on specific targets is the key to winning this game. Also going for your star admirals orders is the most important thing and fastest way to winning.

So basically you remembered you mission, used good target selection, and played smart. Good answer :)

Zak

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If they really minded, you'd have to wonder why you'd even consider playing a game with them!

I can tell you some pretty crazy "counts as" 40k stories that make me never want to consider playing against proxies & conversions. in the same regard, one swap isn't the end of the world. On the third hand, miniature gaming tends to always have some models you love and some you hate. You get used to running whatever model after a while.

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Carriers (17%):

* Argus Carrier @ 170

- 6 Bombers @ 30

- 6 Bombers @ 30

+ 3 Siren Escorts @ 60

Battleships (19%):

* Spectre Battleship @ 190

- 3 Interceptors @ 15

+ 2 Siren Escorts @ 40

Medium (37%):

* 3 Cerberus Heavy Cruisers @ 240

* 2 Phoenix Destroyers @ 130

Small (26%):

* 4 Bulwark Frigate @ 80

* 4 Bulwark Frigate @ 80

Total: 990 points

My plan is to launch the Spectre Battleship towards one of the flank guarded by the 2 Siren Escorts and supported by the Phoenix Destroyers taking snapshots at anything that comes to close. The Spectre will bide its time and wait for the right moment to strike a priority medium target. As it hauls itself towards the formation, the two Siren Escorts will guard its flank and the Phoenix Destroyers will soften up the pray.

The Argus Carrier will intimidattingly position itself in the center of the deployment guarded by the Cerberus Heavy Cruisers infront while the Bulwark Frigate make taunting hit and run attacks on the larger ships.

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Howdy.

Welcome. :)

The Argus carrier is pretty popular, I bet that's a good choice. I don't [play the RSN, so I don't have much advice for you.

However, I did notice your Mediums may be illegal in a "tournament" style list.

The Heavy cruisers (and the destroyers) have the condition of "no more than half the medium models in a fleet". You have 3 out of 5 as heavies, which is more than half.

You can solve this a few ways:

1) add another destroyer, so both designations are 3 of 6 = exactly half.

2) drop a heavy (for 2 of 4), or swap it for a regular spook cruiser (cruiser types can mix within squads, see page 24 in the V2 rulebook) The regular cruisers are not limited, and you can take as many as you like, but they also count towards the total of medium ships.

Good luck!

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On top of what Pez suggested, if you swap a Cerberus for a Spook, that would give you the points space to take a third Siren on the Spectre. Personally I would take the option outlined by alex, as, like the dindrenzi, the big strength of the RSN lies in its mediums, especially the Phoenix.

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The "footprint" of the Banshee model is just under 5" long and about 2.25" wide. (~125 x 55 millimeters) It's quite small compared to some of the other dreadnoughts. You might be able to find a reasonable overhead picture of one, if you look around a bit.

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