Saurian Starhost Warfleets Tactics

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Saurian Starhost
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight,
Grimdark Future: Warfleets
Species: Saurian
Version: v3.1.2


Why Play Saurian Starhosts

Pros:

  • Vassal allows ships to share morale scores with each other
  • A lot of unconventional tricks that can change the flow of combat in your favor
  • Unique Squadrons have Spirit, allowing them to always teleport back to your Vassal ships

Cons:

  • Many upgrades are reliant on Morale
  • Requires extra planning to deal with restrictions on facings

Heroes

  • Divine Frog: Once per activation, this ship can immediately spawn two of your specialized squadrons anywhere within 2" of it. If you're using these squadrons a lot, this will be a godsend.
  • Heart Eater: This ship can heal a point of damage any time an enemy ship within 18" dies.
  • Primal Bellower: When this ship is activated, it can also activate a squadron within 6". Very handy if you're using the squadrons as an escort.

Titles

  • Beast Home: This ship can remove Boarding markers on a 2+. Very useful for foiling boarding-heavy fleets like the Infected Colonies or Alien Hives.
  • Spirit Shaman: This ship can make a morale check when activated. If this test is successful, it can then activate a squadron within 2". Especially handy if you combine this with a Divine Frog ship.
  • Tyrant Vessel: If this ship didn't fire their turret on the last activation, its turret gains +1 Strength when it fires on this activation.

Systems

  • Defense Claw: This ship can immediately fire its turret at a squadron within 2" upon activation. Note that this doesn't stop this ship from firing the turret again, making it the equivalent of other similar point-defense anti-squadron weapons and systems.
  • Event Horizon: This ship can make a morale test. If successful, it can take two friendly ships within 12" and pull them 6" closer. Great for supporting feints and as an escape button.
  • Grand Spine: Effectively converts this ship's turret into broadsides by giving it Twin-Fire, but making it only able to fire from the side arcs.
  • Shell Shield: Enemy ships take -1 to hit when firing at a facing where this ship doesn't have a gun.
  • Star Drive: This ship can make a morale test. If it succeeds, this ship can then teleport anywhere within its cruise range, keeping its same facing. Incredible for a surprise attack or as an escape button.
  • Wrath Spines: This ship can make a morale test when activated. The turret gains +2 Attacks for the round if it succeeds, but it breaks for the round if it doesn't.

Weapons

  • Arc Tongue: A pretty potent weapon at mid-range, but it can only target the closest enemies. Only handy if you're keeping an enemy near the heat of combat.
  • God Talon: This gun requires a morale check to work. If it works, you've got a short-ranged machine gun to mow down squadrons and lighter ships.
  • Lightning Javelin: A potent mid-range Sniper cannon with Blast to ensure that the damage is shared.
  • Obsidian Flechettes: A decently-ranged weapon that gains extra shots when firing at enemies within mid-range.
  • Psi-Shock: A Twin-Fire cannon with Blast that requires a morale check to work.
  • Quad Beam: A devastating cannon that can target four different enemies at once.
  • Tempest Portal: A rapid fire cannon with Boarding Pod. Requires a morale check to work.
  • Toxin Battery: A mid-range cannon with a variant of Blast. Whenever it kills an enemy, anyone within 4" of that target takes two Str2 hits.

Ships

Heavy Ships

  • Prophecy Ship: A heavy cruiser with Vassal, allowing friendly ships within 18" that have this rule to count as having as many active upgrades as it does. Excellent for a backline ship to support your forces so long as it's protected.
  • Mosasaur Ship: A heavy cruiser with Shell Prow, forcing enemies to take -1 to Strength when firing at its front facing but forbidding its turret from firing in that arc in exchange. This can make it a decent battle fortress, but you will need to be wary about that limitation when equipping its guns.

Medium Ships

  • Fate Ship: A destroyer with Vassal. Capable of supporting if you're far from a Prophecy Ship, but not absolute.
  • Megalodon Ship: A destroyer with Shell Prow. Useful if you just need a big ship to get into the thick of it.

Light Ships

  • Destiny Ship: A corvette with Vassal. More useful if you're supporting it with a bigger ship than the other way around.
  • Icthyosaur Ship: A corvette with Shell Prow. Could make for a decent distraction if you keep its facings right.

Squadrons

  • Piranha Squadron: A bomber squadron that gets more Attacks at the cost of Strength. Probably the most likely to benefit from Spirit since it'll take them away from any return fire.
  • Jaguar Squadron: A fighter squadron that sacrifices speed with some frankly absurd Strength. Any squadrons it hits will die, allowing it to be a great teleporting menace for squadron-heavy fleets.
  • Serpent Squadron: A gunship squadron that comes with Invade. This allows the squadron to ram an enemy, but doing so demolishes the squadron and slaps the target with three Boarding markers. Very useful fodder if you have a Divine Frog to keep spawning them.

See Also

Saurian Starhost
Overview - Tactics - Firefight Tactics - Warfleets Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies - Warfleets Quickplay Armies
Grimdark Future: Warfleets tactics
Universal Units & Upgrades - Special Rules
Alien Hives - Battle Brothers - Blessed Sisters - DAO Union - Dark Elf Raiders - Dwarf Guilds
Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force - Human Inquisition - Infected Colonies
Machine Cult - Orc Marauders - Ratmen Clans - Rebel Guerrillas - Robot Legions - Saurian Starhost