Alien Hives Warfleets Tactics: Difference between revisions

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(Created page with "{{OPR-Faction |Faction = Alien Hives |Image = AlienHives.webp |Setting = Grimdark Future |Games = Grimdark Future,<br>Grimdark Future: Firefight<br>Grimdark Future: Warfleets |Species = Alien |Version = 3.1.2 }} ==Why Play Alien Hives?== ==Special Rules== ==Heroes== *'''Infinite Adaptation:''' Whenever this ship activates, it can shift a weapon onto an unassigned facing. Helpful if you're trying to keep a...")
 
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==Why Play Alien Hives?==
==Why Play Alien Hives?==
Squadrons are like currency to the Alien Hives. Between all the upgrades that allow you to control them, upgrades that sacrifice them and Mother Ship allowing you to spawn them, you can do an astounding lot with those small ships - more than probably any other army out there.


==Special Rules==
==Special Rules==
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==Systems==
==Systems==
* '''Constriction:''' When ramming, you can have a ship self-destruct instead, placing two Boarding Tokens per upgrade the ship had. This is a last-ditch sort of option, since this is sacrificing an entire ship, but it can be devastating if used with a Medium or Heavy ship.
** There is a bit of uncertainty on whether or not this only counts the number of upgrades active when this is triggered or all upgrades regardless of their status.
* '''Nerve Cluster:''' When activated, a friendly squadron within 6" of this ship can also activate as well. Excellent for keeping Broodling Squadrons together with their charges.
* '''Nutrient Repo:''' This ship can devour a friendly Squadron within 2" to recover 2 damage. Very handy if you have plenty to spare, especially with the Mother Ship hero.
* '''Pheromone Glands:''' After this ship activates, all friendly Squadrons within 12" can immediately move towards this ship.
* '''Predator Cysts:''' This ship's turret gets a +1 to hit and to Strength when firing at an enemy ship with more max upgrades. This gives your ships a fighting edge against bigger enemies.
* '''Spore Vents:''' This ship can take damage in order to deploy a Spore marker within 2". This marker provides cover for everyone within 2" of it, making this handy for protecting incoming support or for masking an escape.


==Weapons==
==Weapons==
* '''Acid Spray:''' Short-ranged but rapid-fire broadsides.
* '''Bio-Cannon:''' A mid-ranged Blast weapon.
* '''Juice Rifle:''' Very powerful at A3 S3, but firing it requires sacrificing a nearby Squadron. If you don't have a Mother Ship, you'll probably only be firing this once or twice in a game to demolish a big ship.
* '''Mortal Missile:''' A mid-range weapon with +1 to hit, making it handy for getting around more evasive foes.
* '''Psy-Aria:''' Each hit from this gun forces the enemy to make a Morale check to prevent damage instead of blocking.
* '''Saturation Cannon:''' It's a cannon with Blast, but each Blast also dispenses Boarding Pods to anyone unlucky to be near the original target.
* '''Spike Launcher:''' A mid-ranged cannon with Anti-Ship.
* '''Swarmer:''' Very short-ranged and none too frightening, but if you pass a Morale check before firing, it gains +6 attacks to become a nightmare.


==Ships==
==Ships==

Revision as of 15:47, 8 January 2024

Alien Hives
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Grimdark Future: Warfleets
Species: Alien
Version: v3.1.2


Why Play Alien Hives?

Squadrons are like currency to the Alien Hives. Between all the upgrades that allow you to control them, upgrades that sacrifice them and Mother Ship allowing you to spawn them, you can do an astounding lot with those small ships - more than probably any other army out there.

Special Rules

Heroes

  • Infinite Adaptation: Whenever this ship activates, it can shift a weapon onto an unassigned facing. Helpful if you're trying to keep a key weapon focused onto an enemy, but this will run into issues if you lack a free facing to move it to.
  • Mother Ship: Allows this ship to spawn two units of Broodling Squadrons each activation. Excellent for you if you're planning on making a particular ship the main focus since those Broodlings will take all the fire.
  • Tyrant Champion: This ship gets +4 to hit and +4 Strength when attacking enemy heroes. Very important if said hero's going to be an heavy ship.

Titles

  • Chameleon Shroud: So long as this ship doesn't take any damage, all enemies take -1 to hit it. Good idea if you're keeping this particular ship far from the thick of battle.
  • Specialised: This ship's turret gains either Anti-Ship or Anti-Squadron.
  • Symbiosis: This ship counts as being a squadron with the Shielder rule. Handy if you're trying to make a heavy ship into a distraction.

Systems

  • Constriction: When ramming, you can have a ship self-destruct instead, placing two Boarding Tokens per upgrade the ship had. This is a last-ditch sort of option, since this is sacrificing an entire ship, but it can be devastating if used with a Medium or Heavy ship.
    • There is a bit of uncertainty on whether or not this only counts the number of upgrades active when this is triggered or all upgrades regardless of their status.
  • Nerve Cluster: When activated, a friendly squadron within 6" of this ship can also activate as well. Excellent for keeping Broodling Squadrons together with their charges.
  • Nutrient Repo: This ship can devour a friendly Squadron within 2" to recover 2 damage. Very handy if you have plenty to spare, especially with the Mother Ship hero.
  • Pheromone Glands: After this ship activates, all friendly Squadrons within 12" can immediately move towards this ship.
  • Predator Cysts: This ship's turret gets a +1 to hit and to Strength when firing at an enemy ship with more max upgrades. This gives your ships a fighting edge against bigger enemies.
  • Spore Vents: This ship can take damage in order to deploy a Spore marker within 2". This marker provides cover for everyone within 2" of it, making this handy for protecting incoming support or for masking an escape.

Weapons

  • Acid Spray: Short-ranged but rapid-fire broadsides.
  • Bio-Cannon: A mid-ranged Blast weapon.
  • Juice Rifle: Very powerful at A3 S3, but firing it requires sacrificing a nearby Squadron. If you don't have a Mother Ship, you'll probably only be firing this once or twice in a game to demolish a big ship.
  • Mortal Missile: A mid-range weapon with +1 to hit, making it handy for getting around more evasive foes.
  • Psy-Aria: Each hit from this gun forces the enemy to make a Morale check to prevent damage instead of blocking.
  • Saturation Cannon: It's a cannon with Blast, but each Blast also dispenses Boarding Pods to anyone unlucky to be near the original target.
  • Spike Launcher: A mid-ranged cannon with Anti-Ship.
  • Swarmer: Very short-ranged and none too frightening, but if you pass a Morale check before firing, it gains +6 attacks to become a nightmare.

Ships

Heavy Ships

Medium Ships

Light Ships

Squadrons

See Also

Alien Hives
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