Empire Tactics

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Empire
Setting: Warfleets: FTL
Games: Warfleets: FTL
Species: Human
Version: v1.5

Why Play Empire

The Empire focuses on ruthless efficiency. If there is a task worth doing, the Empire is not afraid to carry it out, even at the risk of personal harm.

Pros:

  • Lots of squadron-facing tricks
  • Plenty of perks to boost themselves
  • Tempest squadron gives you some dedicated fodder

Cons:

  • Your boosts tend to be harmful to your own ships.
  • Don't expect Tempest Squadron to do much aside from die
  • Your Legendary Fleets can only trigger once per turn, and always on the first instance of it happening. If you end up playing second, expect to be toyed with.

Special Rules

  • Escort: Any enemy squadrons within range of a squadron with this rule must fire upon this rule. Your escorts are fodder, so expect to lose them quickly.

Heroes

  • Engineering Expert: Any time this ship hits an enemy, you can instead disable a single system on that enemy rather than dealing damage. This can prove to be especially devastating for lighter ships, where the upgrades are even more precious.
    • That said, it's uncertain if this can outright reduce a ship to a paperweight if you disable all the enemy systems, and it's useless against squadrons.
  • Supply Strategist: Before the game starts, you can immediately redeploy this ship to wherever you wish. Especially useful for when you go second.

Titles

  • Unity: This ship can immediately shoot before moving. Definitely useful if you intend on fleeing from a short-range enemy.
  • Suppressor: this ship gets a +1 to hit and strength whenever it targets a ship that was already hit earlier in the round. There's plenty of uses here, from being the cleanup ship to being a sniper that fires after someone softens the ship up.

Upgrades

  • Control Center: Squadrons within 6" can still move even when engaged. Can definitely see uses when combined with Ace Commander.
  • Hazardous Ammo: When firing with the turret, this ship can sacrifice 1 damage for +1 to hit with the turret and +1 to its strength. Probably most worth it with medium and light ships where the +1 to strength can lead to it opening more doors.
  • Munitions Resupply: Friendly squadrons within 4" can fire twice if they stay stationary. This is has an immediate use - Usually an immobile squadron is one stuck in combat with another squadron, so they need every edge they can to wipe out the enemy.
  • Overcharged Rudders: This ship can suffer 1 damage so it can pivot 90° at any point during the move.

Weapons

  • Proximity Array: Very short-ranged, but it's Anti-Squadron, meaning that you're focusing all on them. It's also technically relentless because it demands that you split each of its two attacks on a separate squadron.
  • Ion Cannon: Better range than the energy cannon, though it lacks an attack. Fortunately, it can fire on anything.
  • Particle Cannon: While lacking in strength, it's firing quite a few times and counts as Deadly when aiming at the enemy's front arc. It's a gamble, but it's got potential if it hits.

Legendary Fleets

  • The Golden Shield: The tanks of the Empire Fleet. The first time round that a ship takes 2+ damage, you can instead reduce all damage taken to 1. However, whenever this damage reduction is used, enemies gain a +1 to hit and damage your ships, meaning that you're going to need all the protection for them.
  • Pride of Tyria: The first time each round when an enemy ship moves within range of a friendly ship's turret, you can immediately overclock the turret, making it fire at a -1 penalty, but the ship must then take 1 damage for doing so. If you're able to mitigate that damage, you can easily make it so that the enemy will think twice before trying to approach your fleets.
  • Penal Fleet: One ship each round can overclock their engines and take an additional activation, but this deals 1 damage to that unlucky ship. If you're worried about making the most out of your ships, then this isn't a bad way of making those ships work extra-hard.

Ships

  • Destroyer Heavy Ship: This particular ship holds true to the base heavy ship, but with the added perk of an additional slot. If you're planning on using that slot, then more power to you!
  • Gladiator Medium Ship: An otherwise normal medium ship. However, its turret remains with a 24" like a heavy's. If you're going to rely on the turret as much as a regular gun, you might be convinced to grab this, as nothing else quite beats it.
  • Raider Light Ship: This ship's real fast, like squadron fast. However, this comes at the cost of its turret. At 6" range, it's bound to be focusing more on squadrons if it's not a ram-tank with a nice turret on top.
  • Slave Squadron: A basic gunship squadron with Rogue. This means that it can easily run around while the big boys are acting and can otherwise act as normally planned.
  • Tempest Squadron: fragile and Escort means that these ships aren't meant for long in the field. Ideally, these squadrons are going to be used to as sacrificial screens for larger and better ships to hide behind while still blasting the enemy. However, any weapon with more than one shot can easily scrub them off the table faster than you can blink. Ideally, you could spend the Golden Shield on them, but that requires planning to work how you want it.

See Also

Empire
Overview - Tactics - Miniatures - Quickplay Armies
Warfleets: FTL Tactics
Alliance - Empire - Marauders - Nomads - Progenitors - Xenos