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Made in ph
Battleship Captain




Calixis Sector

Flagship
Fleet Admiral - 50pts
Emperor-class Battleship Solar Macharius - 345 pts

Alexandria Squadron
Overlord-class Battlecruiser Alexandria - 235pts
Lunar-class Cruiser Legend of Light - 180pts
Lunar-class Cruiser Saint's Ward - 180pts

Daedalus Squadron
Overlord-class Battlecruiser Daedalus - 235pts
Lunar-class Cruiser Light of Judgment - 180pts
Lunar-class Cruiser Holy Arrow - 180pts

Firestorm Squadron (6) - 240pts

Cobra Squadron (6) - 180 pts

Total: 2005pts

This message was edited 1 time. Last update was at 2012/11/27 00:40:45


"In every age, in every place, the deeds of men remain the same" 
   
Made in us
Hooded Inquisitorial Interrogator





It seems like a decent all-around list. I suppose the weakness that I see in it is that you really only have 1 carrier. Ordinance may be an issue, but you can probably overwhelm many opponents with your torpedo spreads.

Protect that battleship! it only has a 5+ armor (even to the front) and if I was playing against you I would probably target that quickly and with as much as I could send after it. Take that out and I would get rid of your carrier and your admiral all in 1 swing. Yea, I know its easier to say than to do... but its a high priority.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Looks solid, although I do have a few suggestions. First, the admiral is not really needed. A fleet-admiral is slightly cheaper and nearly as good, especially with the +1 the emperor gets from its sensors. If you want to buff him a bit, a single reroll is cheap and can let you retry that critical order a few turns in.

Other than that, I would probably change your squadrons a bit. Taking the lunars as pairs and the overlords as a separate pair would give you a long range squadron to backup the front line. Also, 3 cruiser squadrons can be a liability if you need to brace and all 3 take a hit in firepower.

I can't say much about the escorts, I prefer dauntless light cruisers myself.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in ph
Battleship Captain




Calixis Sector

I was going to keep the Escorts around the Emperor-class as 'meat shields', as I was under the impression that three-ship Cruiser squadrons were more than capable of taking care of themselves.

 Trickstick wrote:
Looks solid, although I do have a few suggestions. First, the admiral is not really needed. A fleet-admiral is slightly cheaper and nearly as good, especially with the +1 the emperor gets from its sensors. If you want to buff him a bit, a single reroll is cheap and can let you retry that critical order a few turns in.


Hmmm...well, why not?


Other than that, I would probably change your squadrons a bit. Taking the lunars as pairs and the overlords as a separate pair would give you a long range squadron to backup the front line. Also, 3 cruiser squadrons can be a liability if you need to brace and all 3 take a hit in firepower.


You're contradicting yourself

You say I should regroup my two squadrons into three (two squadrons for the Lunars, and one squadron for the Overlords) yet you say three squadrons are a liability, care to clarify?

This message was edited 2 times. Last update was at 2012/11/27 01:23:17


"In every age, in every place, the deeds of men remain the same" 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Lol, did not see that contradiction. I meant that "3 cruiser squadrons", as in squadrons with 3 cruisers in them. I can see now how confusingly I wrote it.

It boils down to squadrons having to take orders as a single entity. If you want to brace just the one under attack,, the others still get the reduced firepower. I have found that bracing decisions can be some of the most important points in the game, as losing half your firepower is horrible.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in ph
Battleship Captain




Calixis Sector

Hmmm...I'll take it as advice for now (this is a starting list, after all), though I suppose the three squadrons could still fly as one formation.

This message was edited 3 times. Last update was at 2012/11/27 01:34:30


"In every age, in every place, the deeds of men remain the same" 
   
Made in us
Rookie Pilot



Tennessee, USA

Imperial cruisers work best in pairs. I only run them in threes or fours if its a very large game or i have an odd ball like my three Tyrants in my bastion list.

I don't make the rules, I just think them up and write them down. 
   
Made in ph
Battleship Captain




Calixis Sector

BTW, am I the only one who finds the Eldar use of holo-fields outrageous? Lances, Torpedoes, and Attack Craft hit only on a roll of 1...if it weren't for their relatively weak armor and likelier chance of getting a critical hit, it'd be unforgivable.

This message was edited 2 times. Last update was at 2012/11/27 05:58:47


"In every age, in every place, the deeds of men remain the same" 
   
Made in us
Hooded Inquisitorial Interrogator





Holofields are really nice, but the 4+ for gun batteries makes for very ugly shooting phases. Basically it turns any gun battery into a bombardment cannon.

Course, Craftworld Eldar and Dark Eldar cheat that much more due to the 5+ armor. Just remember that you only have to do 3 damage to cripple Eldar capital ships (except the void stalker) so even those lances can do significant damage every 6th shot.
   
Made in ph
Battleship Captain




Calixis Sector

war wrote:
Holofields are really nice, but the 4+ for gun batteries makes for very ugly shooting phases. Basically it turns any gun battery into a bombardment cannon.

Course, Craftworld Eldar and Dark Eldar cheat that much more due to the 5+ armor. Just remember that you only have to do 3 damage to cripple Eldar capital ships (except the void stalker) so even those lances can do significant damage every 6th shot.


How about catching them in a cross-fire of weapon batteries and Lances? With chances of landing a critical hit every three out of every six hits, no to mention only 4 armor, even with holo-fields they're gonna take a beating. What's really irritating is that Torpedoes are all but useless, thanks to their high speed added to the holo-fields.

"In every age, in every place, the deeds of men remain the same" 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

Eldar in an asteroid field are especially dangerous - they can pop out, shoot, then back in again, denying you any weapon battery fire. In this case use your attack craft to kamakaze the Eldar fields - blast markers in their way are as dangerous as lances to them!

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in ph
Battleship Captain




Calixis Sector

 Hedgehog wrote:
Eldar in an asteroid field are especially dangerous - they can pop out, shoot, then back in again, denying you any weapon battery fire. In this case use your attack craft to kamakaze the Eldar fields - blast markers in their way are as dangerous as lances to them!


Even more so, seeing as holo-fields don't affect blast markers. Good advice, I will be sure to remember that in the future.

"In every age, in every place, the deeds of men remain the same" 
   
Made in us
Rookie Pilot



Tennessee, USA

Dont be afraid to follow them into an asteroid field too especially with your weapons armed ships.

I don't make the rules, I just think them up and write them down. 
   
Made in ph
Battleship Captain




Calixis Sector

Question regarding blast markers: when a shield blocks a hit, a blast marker is placed in contact with the model's base. Does this marker remain in contact until the game ends, or its left behind when the ship moves in the next turn?

"In every age, in every place, the deeds of men remain the same" 
   
Made in gb
Junior Officer with Laspistol




Perth/Glasgow

it stays behind, during the end phase the player removes D6 blast markers of his/her choice

This message was edited 1 time. Last update was at 2012/11/28 15:20:44


Currently debating whether to study for my exams or paint some Deathwing 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

Except for ones already in contact with a ship, if I recall correctly...

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in ph
Battleship Captain




Calixis Sector

So, in the succeeding movement phase, any blast markers in contact with the base are left behind, and in the end phase, only those markers not in contact can be removed. Thanks for the info

"In every age, in every place, the deeds of men remain the same" 
   
 
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