First, an apology. I know there isn't much Firestorm Armada content online, because I'm probably like you and constantly looking for it, so anything is better than nothing. I intended to post every Saturday, and that has not happened. Now, the excuse. Right after my last post, I went on a trip and didn't pack my laptop appropriately, which resulted in a cracked screen. This made it very difficult to access my backlog of conent, which I had just transferred from my phone. While I could have found a solution, such as transferring the data onto another computer in my home, that 5 minutes of work seemed like too much work. I finally fixed my screen ($109 seemed like a good rate), so here we are. Static Gun-lineI've had this Fleet concept banging around in my head for a while, and thought I would share it first. Occasional dance partner Ruckdog of the Man Battlestations Forum and Podcast, is going to Adepticon, and would really like to win a game with his Terrans. Two weeks ago he posted on his weekly blog his thoughts from a terrible player (his words). I provided some input on both the MBS FSA Forum, as well as the Spartan Games FSA Forum. Here's a completely different fleet concept for Terrans, and FSA in general:
800 Point Terran Fleet: Tier 1: 230 Battlestation (Beams, Nukes, Shield Projector, 3x Interceptors) Tier 2: 225 3x Destroyers (Nukes, Sectored Shielding) 225 3x Torpedo Cruisers (+1 Shield/Projector, Nuke/Spook Torps) Tier 3 120 4x Armsmen Frigates Basically, this entire fleet is effective without moving. The Battlestation and Destroyers have Maneuverable, everything else can lob Torps in Any Arc while at Full Stop. For this style of list, set-up is crucial. The Battlestation and Destroyers need good firing lanes, but don't necessarily want to be in the open. The rest should be deployed behind Impeding/Blocking Terrain and/or within the Battlestation's Interceptor/Shield bubble. Ideally, the Destroyers will be placed such that, if an enemy closes within 20" or Shunts behind them, the Frigates and/or Cruisers can reposition to use their Direct Weapons to defend them, if they aren't covering this area already. This reactionary move should be the only movement this Fleet needs to do. The Nukes are important for one reason; it encourages your opponent to do something about thesm. Don't expect to actually land damage with a Nuclear Explosion, but do expect it to subtly manipulate how your opponent plays. They might just send a unit where every Frigate, Cruiser, and Battlestation Direct Fire weapon can blast them directly, which is great, because you aren't really planning to use these weapons. Keep in mind this Fleet is playing the long game. The goal is to frustrate your opponent with how little damage they've inflicted after 3 Turns, while you've been plinking away with Torps. Sadly, even a single Interceptor Token can ruin this fleet's day; the best solution is for the Destroyers to get a lucky Crit and Nuke any Tokens your opponent has, but odds are you'll just have to settle for doing very little damage. Make sure your opponent is also doing very little damage, and play for a 6-9 turn draw. This fleet should only lose if a mistake is made during Deployment; it wins when your opponent makes a mistake.
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AuthorStarted playing Firestorm Armada December 2014 Archives
December 2016
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