Post by charon on Oct 29, 2018 8:22:34 GMT
Having never gotten the chance to play BFG as of yet, I haven’t had the chance to gain any experience in building a decent fleet list that could work. I’m hoping that anyone on the forum who has played could give any pointers and/or suggestions on doing so.
The current fleet list I have managed to piece together is thus...
Hive Ship (Ld 9) w/ feeder tentacles & massive claws (prow), bio-plasma spines (thorax), launch bays x 3 (port/starboard) = 335 pts
Cruiser w/ torpedoes (prow), torpedoes (thorax), pyro-acid battery x 2 (port/starboard) = 130 pts
Cruiser w/ torpedoes (prow), torpedoes (thorax), pyro-acid battery x 2 (port/starboard) = 130 pts
Squadron One
Escort Drone w/ pyro-acid battery = 20 pts x 5
Vanguard Drone w/ pyro-acid battery = 25 pts
Squadron Two
Kraken w/ massive claws = 35 pts x 4
Vanguard Drone w/ feeder tentacles = 25 pts x 2
Ordnance starting on table
Fighter x 6 = 42 pts
Str 4 Boarding torpedoes x 4 = 48 pts
Not yet sure how I’m going to group the ordnance up at the start of the game.
My thought on how list would work is that the Hive Ship would push forward tossing out fighters to help screw enemy ordnance as it went, then once the ship gets closer start firing off the assault boats at ranges that would make the difficult to dodge, final stage would be ramming an enemy ship and stacking the spores, feeder tentacles & massive claws attacks upon the ram. Should the ship still live, then fire bio plasma lances point blank while launching boarding actions.
Squadron One would act as an escort for the hive ship and supporting fire as everything moves forward. Using the massed amount of shooting to better the odds of stripping away wounds/hull points.
Cruisers would act some what as a rear guard while a sailing the foe with countless torpedo salvos.
Squadron two would rush forward, krakens trying to latch on to the enemy ships to stop them from moving or just slow them down while everything else moves in.
The current fleet list I have managed to piece together is thus...
Hive Ship (Ld 9) w/ feeder tentacles & massive claws (prow), bio-plasma spines (thorax), launch bays x 3 (port/starboard) = 335 pts
Cruiser w/ torpedoes (prow), torpedoes (thorax), pyro-acid battery x 2 (port/starboard) = 130 pts
Cruiser w/ torpedoes (prow), torpedoes (thorax), pyro-acid battery x 2 (port/starboard) = 130 pts
Squadron One
Escort Drone w/ pyro-acid battery = 20 pts x 5
Vanguard Drone w/ pyro-acid battery = 25 pts
Squadron Two
Kraken w/ massive claws = 35 pts x 4
Vanguard Drone w/ feeder tentacles = 25 pts x 2
Ordnance starting on table
Fighter x 6 = 42 pts
Str 4 Boarding torpedoes x 4 = 48 pts
Not yet sure how I’m going to group the ordnance up at the start of the game.
My thought on how list would work is that the Hive Ship would push forward tossing out fighters to help screw enemy ordnance as it went, then once the ship gets closer start firing off the assault boats at ranges that would make the difficult to dodge, final stage would be ramming an enemy ship and stacking the spores, feeder tentacles & massive claws attacks upon the ram. Should the ship still live, then fire bio plasma lances point blank while launching boarding actions.
Squadron One would act as an escort for the hive ship and supporting fire as everything moves forward. Using the massed amount of shooting to better the odds of stripping away wounds/hull points.
Cruisers would act some what as a rear guard while a sailing the foe with countless torpedo salvos.
Squadron two would rush forward, krakens trying to latch on to the enemy ships to stop them from moving or just slow them down while everything else moves in.