Alliance Tactics: Difference between revisions
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|Links = [[Alliance|Overview]] - [[Alliance Tactics|Tactics]] - [[Alliance Miniatures|Miniatures]] - [[Alliance Quickplay Armies|Quickplay Armies]] | |Links = [[Alliance|Overview]] - [[Alliance Tactics|Tactics]] - [[Alliance Miniatures|Miniatures]] - [[Alliance Quickplay Armies|Quickplay Armies]] | ||
}} | }} | ||
{{FTL-Tactics}} | |||
[[Category:Warfleets: FTL]] | [[Category:Warfleets: FTL]] | ||
[[Category:Warfleets FTL Tactics]] | [[Category:Warfleets FTL Tactics]] | ||
[[Category:Alliance]] | [[Category:Alliance]] | ||
Latest revision as of 18:25, 30 October 2022
| Alliance | ||
| Setting: | Warfleets: FTL | |
| Games: | Warfleets: FTL | |
| Species: | Mixed | |
| Version: | v1.5 | |
Why Play Alliance
Pros:
- Falcon squadrons force enemy squadrons to be locked up in dogfights instead of targeting your ships.
- Your ships have turrets with great range and upgrades to make them better.
- Plenty of other ways to beat squadrons with your ships.
Cons:
- Your unique ships are all Fragile, meaning high-strength guns are your worst nightmare
- Limited expertise in close-range engagements when not dealing with squadrons.
Special Rules
- Defender: Expands the engagement range of squadrons to 4", meaning that they can tie up even more enemy squadrons and leave your ships clear to fire upon the opposition.
Heroes
- Master Spotter: When this ship is activated, you can mark an enemy ship within 24". All of your ships can add +1 to hit this enemy until your hero's ship can be activated again. This is going to be very useful since you need every ship to hit before they collapse.
- Lone Hunter: Whenever this ship is over 6" away from any allies, they add +1 to hit and strength when firing their turrets. If you're going to keep your hero so far away, it might be a worthwhile proposition since their turrets are that good.
Titles
- Paragon: Whenever this ship holds, enemies do not automatically hit on a 2+. This is going to absolutely vital to any smaller ships, as they'll want to hide when sniping with their turrets from a good spot. Remember that you have glass cannons.
- Sunder: This ship ignores all cover when they shoot. Since you need to be shooting away from enemy firing arcs, expect to be using this often.
Upgrades
- Advanced Precision Rig: Turrets firing at a target over 18" away gain the Deadly rule. This is very critical considering how good their ranges are, and almost unfair when used on the Eagle.
- EMP Blaster: Enemy squadrons within 4" count as engaged. Hopefully you're not facing any long-range squadrons, but this can prove to make any generic ones scream as they are incapable of doing anything but sit around, waiting to get shot up by your squadrons.
- Point Defense System: When shot by an enemy squadron, you can fire back with a 3 attack 0 strength weapon. Not much, but it can prove to be a security policy if your squadrons are gone.
- Targeting Array: Turrets can add +1 to hit and strength when firing at enemies over 12" away. Again, your turrets are quite good, so anything that gives you an edge over enemy ships while staying out of their range will always be welcome.
Weapons
- Rapid-Fire Gun: Very short-ranged, but it's Anti-Squadron and Relentless with a flurry of shots. Expect to unload this only when you've got a ton of them crowding around your ships.
- Flechette Cannon: Better range than the missile cluster, but the lack of any strength means that you'll find it falling short against medium and heavy ships.
- Turbo Laser: Something of a lightweight sniper. It's got incredible range for a single shot and 1 strength allows it to at least make a dent on medium ships with confidence. Don't expect it to do much more than that though, leave that to the bigger guns and turrets.
Legendary Fleets
- Hope Remains: Pretty much push the glass-cannon philosophy of the alliance to the extreme. Your ships get better range on ALL their weapons (not just turrets!) but they're now easier to hit. This is an especially serious issue if you rely more on the unique ships of the fleet because of Fragile.
- Atov's Veterans: The snipers of the Alliance fleets. All your ships gain +1 to hit when targeting enemies over 12" away, which is where your force excels. However, your short range game suffers harder as enemies get +1 to hit your ships when they're 12" away or closer.
- Rangers of Moazu: Your anti-squadron force. All your ships gain +2 to hit enemy squadrons, which means you'll usually flatten them with a good roll. However, those squadrons also gain +1 to hit your ships, which makes them your priority enemies. IF you're getting harassed by squadrons, then the Rangers lend a powerful advantage.
Ships
- Eagle Heavy Ship: While just as slow as the base heavy, the addition of Fragile means that this ship will very easily crumple if your enemy packs high-strength guns. Fortunately, it packs an absurdly strong turret with an incredible range that you'll be relying upon to make your attacks. A shield booster is critical for protecting this one.
- Harrier Medium Ship: The turret on this ship is 24" like a normal heavy ship, which you'll be needing. Considering that this ship is Fragile, you'll be needing all the range you can get.
- Kite Light Ship: Another Fragile ship with a decent range on their turret. Considering how squishy they are, you're probably less-compelled to grab a shield booster.
- Falcon Squadron: Though not Fragile, their weaker Evasion and dedicated Defender rule means that their jobs may not last long. This will make them hell for anything like a bomber squadron, but against fighters, they're likely to fold first. Hopefully, even that turn might be enough to bring in more potent Anti-Squadron forces that can crush them before they can turn their attentions elsewhere. Also helpful is the Rogue ability, which can let them lock up enemy squadrons out of turn and destroy them before they can fire back.
- Hawk Squadron: As they are Fragile, they are guaranteed to crumple against whatever hits them. Fortunately, their turrets are of better range, meaning they might be able hit an enemy before they can even fight back. This is especially true with squadrons and their small engagement ranges.
See Also
| Alliance |
|---|
| Overview - Tactics - Miniatures - Quickplay Armies |
| Warfleets: FTL Tactics |
|---|
| Alliance - Empire - Marauders - Nomads - Progenitors - Xenos |