ReDavide
13-08-2005, 00:27
Bleah, so many threads dealing with business matters. We need some more game threads. :evilgrin:
I played this list against a Tau opponent last night. I won, in large part because many of his points were wasted with bad orbital-defense configurations. He noticed this, and will bring a better list next time. Hopefully you folks can help me put some more oomph into mine as well!
During games, the fleet usually divides itself into three distinct segments: Core (advances slowly up the middle), Speed (advances up either side to hold the flanks), & Decoy (draws enemy fire to protect more fragile vessels):
Core
[395] Hive Ship #1
+2 Spore cysts
+Torpedoes (6)
+Launch bays (8)
+Leadership 9 w/ reroll
This is your standard ordnance mothership.
[360] Hive Ship #2
+2 Spore cysts
+Drone link
+Forward batteries (16)
+Launch bays (2)
+Leadership 9
This setup is a bit more aggressive. My ordnance & feeder ships can disable the enemy, but I need the serious firepower this guy has to actually blow them up.
[130] Razorfiend Cruiser #1
+Spore cysts (2)
+Torpedos (4x2)
+Side batteries (8)
A nice all-purpose support ship. I see him as the Lunar Class of the hive.
[45] Escort Drones x3
+Bio-plasma (2)
[45] Escort Drones x3
+Bio-plasma (2)
At 15 points apiece, these escorts are a steal. With their short range & slow speed, they're only active in the late game, but man do they pack a punch when they arrive!
Speed
[120] Kraken x3
+Batteries (6)
These are another great deal. People never expect a strength 18 battery to be coming out of three little escorts. :evilgrin:
[105] Kraken x3
+Massive Claws
I like ships with pincers. Especially against Tau, when I can imagine my ships snapping their puny escorts along their scrawny little midsections.
[75] Vanguard x3
+Feeder Tentacles
[75] Vanguard x3
+Feeder Tentacles
I also like ships who violate enemy ships with slimy tentacles and suck out their screaming crew. They have the added bonus of being able to easily turn a battleship into a useless hunk of metal if they get into contact.
Decoy
[150]Razorfiend Cruiser #2
+Spore cysts (2)
+Reinforced carapace (4)
+Massive Claws x2
Defensively, this guy is the equal of any grand cruiser. While he's lightly armed, his claws make him a moderate threat to pretty much anything out there, and make him look really scary on the tabletop.
At the end of my game, I had both hive ships, 4 escort drones, and a crippled cruiser #1 left surviving. The hive ships survived because their 6 spores made them very ordnance-resistant, and the escorts because they were slow & hung around the juicer hive-ship targets.
For my next game, I'm expecting to face a whole lot of bombers coming in large waves. I'd like to beef up my bomber defense.
I also suffered from running out of Hive influence on several turns, leaving a lot of my ships on instinctive behavior. I think the easiest way to fix this would be to consolidate some escorts into bigger squadrons, but I'm unsure how to do this.
Suggestions/Comments? If you've read this far, I want to kiss you.
I played this list against a Tau opponent last night. I won, in large part because many of his points were wasted with bad orbital-defense configurations. He noticed this, and will bring a better list next time. Hopefully you folks can help me put some more oomph into mine as well!
During games, the fleet usually divides itself into three distinct segments: Core (advances slowly up the middle), Speed (advances up either side to hold the flanks), & Decoy (draws enemy fire to protect more fragile vessels):
Core
[395] Hive Ship #1
+2 Spore cysts
+Torpedoes (6)
+Launch bays (8)
+Leadership 9 w/ reroll
This is your standard ordnance mothership.
[360] Hive Ship #2
+2 Spore cysts
+Drone link
+Forward batteries (16)
+Launch bays (2)
+Leadership 9
This setup is a bit more aggressive. My ordnance & feeder ships can disable the enemy, but I need the serious firepower this guy has to actually blow them up.
[130] Razorfiend Cruiser #1
+Spore cysts (2)
+Torpedos (4x2)
+Side batteries (8)
A nice all-purpose support ship. I see him as the Lunar Class of the hive.
[45] Escort Drones x3
+Bio-plasma (2)
[45] Escort Drones x3
+Bio-plasma (2)
At 15 points apiece, these escorts are a steal. With their short range & slow speed, they're only active in the late game, but man do they pack a punch when they arrive!
Speed
[120] Kraken x3
+Batteries (6)
These are another great deal. People never expect a strength 18 battery to be coming out of three little escorts. :evilgrin:
[105] Kraken x3
+Massive Claws
I like ships with pincers. Especially against Tau, when I can imagine my ships snapping their puny escorts along their scrawny little midsections.
[75] Vanguard x3
+Feeder Tentacles
[75] Vanguard x3
+Feeder Tentacles
I also like ships who violate enemy ships with slimy tentacles and suck out their screaming crew. They have the added bonus of being able to easily turn a battleship into a useless hunk of metal if they get into contact.
Decoy
[150]Razorfiend Cruiser #2
+Spore cysts (2)
+Reinforced carapace (4)
+Massive Claws x2
Defensively, this guy is the equal of any grand cruiser. While he's lightly armed, his claws make him a moderate threat to pretty much anything out there, and make him look really scary on the tabletop.
At the end of my game, I had both hive ships, 4 escort drones, and a crippled cruiser #1 left surviving. The hive ships survived because their 6 spores made them very ordnance-resistant, and the escorts because they were slow & hung around the juicer hive-ship targets.
For my next game, I'm expecting to face a whole lot of bombers coming in large waves. I'd like to beef up my bomber defense.
I also suffered from running out of Hive influence on several turns, leaving a lot of my ships on instinctive behavior. I think the easiest way to fix this would be to consolidate some escorts into bigger squadrons, but I'm unsure how to do this.
Suggestions/Comments? If you've read this far, I want to kiss you.