Daba wrote:Is there a rundown on how the factions play?
Each fleet has oddball units that are contrary to their own design doctrine or do unique things.
Federated States of America
Ship design: Paddle steamers with low to the waterline hulls. - FSA ships are harder to hit because they are low to the waterline, the paddle wheels also make
th ships able to out-turn anyone else but are on only moderate speed. The FSA special design is a flying mecha, which is cheap and potent, we can expect to see a lot of them soon.
Weapon doctrine: Guns and lots of them. The FSA can out-shoot anyone, particularly at range, and almost all their guns are turreted for wide arcs of fire. FSA carriers have few supplementary defences so they are vulnerable but considerably cheaper.
Tactics: Cheap carriers means the FSA can try for air superiority if they want, however most players do not and try instead for massive long range bombardment superiority instead, notably by deploying multiples of the excellent FSA battleship. FSA designs have no weaknesses and simple to apply strengths , rely on range or wide fire arcs to apply firepower. This makes them easy to play and win with.
Prussian Empire
Ship design: Sleek modern hulls with relatively few weapon systems. Prussians enjoy a higher technology base and a better understanding of the science of electricity, expect to se a lot of cabling even to the main gun turrets. These ships are fast. The Prussians like airships too, including carrier airships, with lots of electricity of course. The unique Prussian design is a germanic warlord titan.
Weapon doctrine: Prussians like to have good ship defences and electrically powered large turrets, but what they really like to do is carry large marine compliments for boarding actions and outfit anything with 'Tesla Coils' which fire lightning at the enemy and is a technology unique to them.
Tactics: Lightning is short ranged, boarding soldiers need to get in range also t use their rocket packs, the main gun turrets are not short ranged but don't hurt for getting in closer. Prussians are fast especially thier lighter units. This makes Prussian tactics rather straightforward, to excuse the pun. The titan is less impressive than it looks, solid stats and a terror on land though less so in water despite a few gadgets it has which make is a good submarine killer.
Empire of the Blazing Sun (Japan)
Ship design: Enclosed hulls oddly resembling steam trains, though what you see is not all steam boiler but gun decks. Blazing Suns have solid ships, as easy to hit as anyone elses (except FSA) but harder to land a critical hit on. Defences are not as good as the first two fleets but acceptable. The unique Blazing Suns design is a robotic squid.
Weapon doctrine: As Blazing Suns ships are compartmentalized they carry a lot of disparate weapon systems including guns torpedoes and rockets, this can lead to problems in coordinating fire due to restricted fire arcs, however if you do get the guns in they hit as hard as FSA but have the versatility of toys the Britannians have.
Tactics: Considered weaker by some, they are not they are just harder to use than FSA and Prussiains both of which follow simple to follow albeit diametrically opposite tactical doctrines. Blazing Suns if handled well have everything going for them, range speed firepower and an answer to any attack type. But you need to play them well to get the most out of them. dont know much about the squid as yet, though ir purports to be effective.
Kingdom of Britannia
Ship design: The closest to a Victorian battlefleet, plenty of gun turrets big solid hulls boilers girders and rivets everywhere. Standard steampunk stuff really. The Britannian special units are submarines.
Weapon doctrine: The Britannians love their torpedoes, pretty much everything has them, in large numbers. Torpedoes being a system buried deep in the hull carry on firing right until; the ship sinks whereas other gun systems degrade with fire. This technically can keep the Britannians in the fight longer than anyone else. On top of this the Britannians have more large gun turrets than anyone, using one more per design class than the maximum of any other fleet. However British guns while having an impressive number of barrels have an unimpressive rate of fire meaning individually each turret is worth considerably less than those of other races, also Britannic torpedoes have long arming times making them useless at short ranges and being torpedoes have no effect on land or air forces.
This plus a general lack of anti air defences and poor marine compliments means that British ships are at best paper tigers and at worst deathtraps. All is not lost however , some of their unreleased vessels cover all the above weaknesses and are arguably the best units in the game.
Tactics. Technically all rounders Brtiannians suffer from 'bad codex syndrome' some of the units in the fleet lists are appalling however others are excellent. Britannians can win even with the weak stuff but have problems with air heavy lists, later Britannians will be a very tough to beat but will undoubtably suffer from 'cookie cutter' lists as everyone takes plenty of the odd few subchoices that are good designs.
Most notably of these are the Britannian escort, destroyer and drsadnought. every faction gets one desifgn of each. The destoyer is an upgunned escort sized vessel, most are powerful but the Britannian version especially so. as with most britaniic designs its torpedo based so spartan might have thought that it would simply be one amongst many torpedo vessels, however as it outclasses practically everything else many Brtannitc players are considering replacing most of their line fleet with destroyers.
Evey faction has an 'escort' which is an escort size vessel with supllementary air and anti submarine ddfences that it can lend out to surrounding ships. All are good the Britannian one is simply better asnd far more needed. This makes the design essential.
Every faction also has a dreadnought, each dreadnought costs about 50% more than thev next most expensive thing (a battleship) and is downright nasty. The Britannian design is the nastiest of the lot, at no extra price and as the Brtiannic battleship and cruiser are both laughably poor designs we can expect the dreadnought to be a staple of Britannian fleets in the near future, backed up with a horded of destroyers. In fact while their is nothing wrong with Britannian frigates except that they are overshadowed by destroyers the only component in the original release to have a guaranteed place in the eventual Britannic fleet is the bomber, which is admittedly a very good piece.
This is the only fleet with which I am disappointed with Spartan Games games design, for a new sysem three out of four lists right isn't bad.