Dystopian Wars Back to Basics Pt 1. Or I stopped worrying and learned to love the Brits.
So I have been a long time player of Dystopian wars across the last two editions. In many game systems with high entry costs we find we need to identify with one faction that appeals to our aesthetic taste and play style, then put all our cash and resources in that one faction (or get a better paid job, re-mortgage, sell a child to the acid mines).
One of the great things about the D-Wars is the low cost of the miniatures making it very easy to afford multiple fleets. I don’t put my factions as my forum signature because the list would be longer than most of my posts! I currently own 14 draws and three cases of Spartan products, make that four cases once I get some storage for my HALO fleet stuff.
I tend to lean towards competitive play having done the odd tournament. To that end I tend to base lists around a combination of balance board control and the ability to devastate my enemies ships. What I have forgotten recently is how to take characterful fleets with fun over the ferocity. The French and Covenant are strong for competitive play. High Damage output and fast alpha strike ships make for good tournament lists. Tournaments tend not to last past 3 turns due to time constraints so you want a force that can capitalize on the aforementioned traits.
The Kingdom of Britannia were my first fleet. I still recall the excitement of opening the first naval box set Spartan did and playing a game on the spot. I often say this but the Kingdom’s Fixed Channel torpedo’s taught me how to play the game. They taught me how to use movement to my advantage and get as many guns in use as possible.
After finishing low-mid at the recent Ironclad event I straight away hit the drawing board and tried to conceive (in my brain, I cannot father awesomeness) my next list of ultra-competitive doom. I then had a thought and spoke to my fleets: “it’s not you, it’s me”.
I have set myself a task: I am going to immerse myself in the British again. I am going to enjoy it, and I am going to buy a very British hat to wear whilst I do it!
I own all of our close allies sans the Raj (next month!). I am due to play an old adversary whom tends to rock the dastardly science men the Covenant of Antarctica on Thursday. I intend to field my core units similar to the units found in the 1.0 Naval box:
Ruler class battleship (with guardian gen, but not with the second shield generator it used to have!)
3 Tribal class cruisers
4 Attacker class small frigates
The rest of the list will have an additional Ruler, some silly torpedo shenanigans and most probably Vanguards because they were the first addition I bought to the box set.
I have no big tactics, no hard counters and we will most probably play an Ironclad scenario at random.
The Ruler class Battleship:
With the latest Orbat’s out the older starter set is a very nice little force. The Ruler is tough as old boots. It is a good price at 205 (always take guardian generators!) and has very good firepower at RB 2-3. Getting it all on the same target is nigh impossible but that isnt a bad thing. at RB 3 the Ruler can put 2x8AD turrets and 7-8AD torps on three mediums, enough to cause a point of damage and with decent dice, a crit. It is also relatively quick with move of 7″ compared to it’s previous incarnation. That additional inch is a massive boon to brits, we need it not to engage but to maneuver all the turrets and those FC torps in.
An additional HP and a bit more AA would be nice, but you cannot have everything.
On Tribal Class Cruisers:
Tribal’s were the angry kid at school that didn’t get bullied but were often overlooked when picking teams. Girls came up to them and gave them a note that said “I fancy you”, but the note was to be passed on to their stronger more handsome mate Agincourt.
Well Tribal focused all that frustration and abandonment and it took up martial arts. It went down the Gym every night and did pull ups to the sound of Slayer.
In the 2.0 Bombardment Orbats it exploded out to flex its muscles. It is now an incredibly tough little ship with great damage output for its price. 70pts buys you redoubtable guns that outclass its handsome mate (whom is now settled down with a homely partner, and won’t be coaxed away for less than 90 pts) but lacks the piercing on all firepower. the best bit is for the points you save taking Tribals over Agi’s you can nearly get a Dominion to add to the party which will push the squadrons firepower to terrifying levels and make them a legitimate boarding threat. Tribals are now a backbone unit for KoB,
On Attackers. Our Dangerous little boats:
Attackers have changed little. -1 AP and +5 pts to a ship that didn’t need 2AP each and is still worth 30pts with the amendment (I won’t accept the word “nerf”). They obliterate smalls, cripple mediums and if you get three in RB1 of a battleship the 16 turret dice will blow a big ole hole in it. Best bit about these whisky distilleries on a boat (check out their plumbing, then look at the apparatus used to make lovely scotch) is that they will put firepower in four directions, such a rare thing for a small.
As mentioned I will supplement the force with at least my first blister purchase from Spartan, the Vanguard Class Medium Submarine:
Join me in part two when I square off against the dastardly mercenary captain of the Black wolf, also known as Dave.