Sky Pirates Overview (rescueed from SG forum)
Kelpor; this is a name that is fast becoming a dreaded curse amongst the
races who sail the Broad Blue. For it is the race-name of the creatures
otherwise known as the ‘Sky Pirates’. Once such a rare sight as to be
dismissed as the ravings of dockside tavern soaks, the threat of their
great airships now casts a long shadow over the northern waters. Sea
captains of all races bring back lurid tales of ships taken by the
cloud-sailing horrors; of hulks smashed and burned down to their
waterlines, with not a living soul left aboard. Others speak of friends
and comrades lost, simply vanished along with their ships and crews
after venturing into the chill waters of the Voskian and Usank Straits.
Exactly
where the Kelpor come from is a complete mystery. Some say they dwell
in the far northern wastelands, warring for territory and resources with
the hardy Vosk. This is certainly a possibility, since Sky Pirate
vessel sightings and reports of attacks are far more common in the
waters around these coastlines than elsewhere
The Sky Pirate Tactics
As it has been said in the rulebook (if you just have the PDF you can still donwload their background from Spartan games blog) they are a fleet that uses weather to surprise and prey upon unsuspecting foes.
Overall is a short-ranged fleet but composed of fast ships (above the average whico make up for the short range) with good boarding capabilites. The SP also offer the possibility of buiding a fleet completely made of aerial ships as it has a flying small, medium and large. The small is the Jacknife destroyer which is special but does not have further restrictions in standar games, The medium is the Sabre wich is a standard model and the large is the Tortuga supply platform, is another special (preventing you from having 50% of your aerial-excluisve fleet composed of Jacknifes) You can only have one per 500 points of MFV (Maximum Fleet Value). The last ship it is not a good place for your admiral (everyone can have LOS (Line of Sight) to it, and has an slightly better resistance to damage as a cruiser (and its a Cumbersome Flyer!). so it is recommend to play this kind of fleet just "for fun"(and don´t forget to include a mountain to hide your Tortuga! ;-D)
Large ships: Because the above, a regular SP fleet should include air and sea ships.And you will be placing your admiral in a
Kopesh class battleship or a
Naginata class flagship. You will notice these are your only "Long range" firing options. The damage of the Kopesh is average at RB 3 and 4 but slightly under the average at RB 1 or 2 compared to other faction´s battleship broadsides. The Naginata is slightly different. It has sub-par RB 4 attacks (just 3AD), but better "chaser" (fore) guns and much better RB 1 and 2 broadsides, plus is specially well eqqiped with MARs (Model Assigned Rules) to kill enemy crew and boarding defense. Both large ships have similar damage resistance (Naginata has one more Hull Point because is larger) but have the interesting option of "pop up" attacks. They ignore your medium ships for LOS but when fired against they just hide behind your cruiser screen. They also ignore terrain and are quite fast for a battleship, but they are not true flyers (to much of their advantage for LOS puposes)
So in conclusion,as you can guess the Kopesh is better equipped to be moving in circles delivering powerful salvoes at RB 3 or 2, and maybe snipping random frigate at RB 4 with broadsides, all while hidding behind your smaller ships. The Naginata is all about closing with the enemy fleet, crew killing on the approach and dishing out crippling salvoes at very close range (preferably at RB 1 wich makes her the ship wich deals the most AD within the fleet, including entire ship squadrons linked fire), only boarding when the game is about to end or the enemy ships have been stripped out of crew.
The last large ship is the
Tortuga support platform. if you include it it is likely to be your first large to be shot down due to her very powerfull supporting abilities: first and foremost, the ability to repair your larges as they close in (is not automatic and uses to fail a lot but I can say is a must if you have a Naginata) and second the ability to link fire with ANY ship (at RBs 1-3) The ship is the only SP ship that ignores wind direction so it may have some rotor blades or the like.(this model was nerver released by Spartan games so you need to proxy it with another model with a large base or make one for you from scrach -for example by gluing two chakramms to the aft part of a Kopesh, making a flying catamaran).
Medium ships: The SPs have plenty of good medium models. The main one is the
Sabre class airship (their iconic ship IMO) able to move in circles and good punch at RB 1-2 and is one of the fastest mediums in the game (the remaining others being owned by the elves lol). The
Katara class cruiser is the sea-going verson of the Sabre, it comes in squadrons of 4. The ship is slightly slower but still very fast for their size. She lacks the hit-and run (fly-by attacks) made by the Sabre but she benefits from LOS so the class is the best option in a battle with lots LOS blocking terain. An undamaged Katara sqadron can also deliver a massive boarding attack of 24 crew. Nothing to sneeze at!. The only con is the range. If you close the enemy you will notice a severe lack damage-dealing until you get to RB 1, and sometime you will be thorn between colsing to the enemy or turning sideways to fire broadsides. The other mediums are the
Yatagan class heavy cruisers and the
Chackram assault cruiser. Those ships are serious & nasty stuff. The Yatagan is the only SP ship with a red ram rating and has.an armoured forecastle, and has slightly better guns than the Katara and Sabre, and more resistance but comes in squadrons of three. The Chackram like a flying Yatagan, but more focused on boarding than shooting.
So to resume the tactics for mediums: The Sabre is made for hit and run attacks (by making a fly-by attack to move to a closer RB then moving back to a more far away RB if you have a moutain to hide behind you are golden. The Katara should be closing or flanking around LOS bloking scenery to help reaching their optimal RB 1 firing.and try to board the enemy´s battleship. They also provide an extremely good defence versus flyers and can be used as a cover for your main large ships.. The Yatagan ins quite a versatile ship, she makes an even better screen for your larges, has good boarding vaulues, red ram rating to scare away mediums (is a boarding blocker) and has good guns to sail through the middle of the enemy fleet, and has very good speed for her size). Finally the Chackram is like a Damocles' sword once it reach the RB 1 to the enemy fleet, making the opposing captain to make hard choices between setting the crew for anti-air defensive fire or man the main guns, specially if the ship are floating above their large ships ready to board. They can also make fly-by attacks at very close ranges (still quiite fast) but that is not their primary role.

Small ships: A good supply of small sized ships round up the SP fleet. The most basic is the
Talwar frigate. and lastly we have a couple of destroyers: the
Jacknife (a flying destroyer), and the
Kirpan. The Talwar has typical frigate statsand (suprisingly) has long range for an Sky Pirate ship of that size. She only has guns on the sides and one extra point of crew when compared to other frigates (but don´t use them to try assault teh large ship as they are likely to die in the resulting collision!). I am very thorn about the Jacknife model itself. It looks nimbler than a frigate, and has no broadsides (and likely a crew of 1) but has the stats of a destroyer. I will be commenting this on the next part to see if we can fix it. Stats-wise is a ship designed to hunt and destroy smalls and medium ship with a powerfull torpedo attack (making it basically a mini-gunship) however there is a catch: the torpedo cannot link and has some other minor restrictions, but anyways this mean each ship within the squadron operates on her own (being flyer makes them independent) Note that you can still link your broadsides. (I prefer to convert any other dystopian wars blimp to match the stats provided in the rules). Finally we have the Kirpan destroyers. I am considering it a "light cruiser" more than a destroyer, because the powerull (but short ranged) guns they have in their sides. They also have what looks like a small trebuchet in their prow, but in practice it is just a regular frigate-damage-dealing weapon.(threat as innacurate light trebuchet). They also have an iron ram, so they can safely attempt to board under-crewed cruisers
To sumarize small ship tactics: Talwars are made just for typical frigate flanking maneuvers, trying to get within the rear of a ship and rake her with cannon fire.They can also be cheap screeners and blockers if required. The jacknife are "ship hunters" tasked mainly to remove those frigates or destroyers that stand in your way, but can also be used to hunt and destroy annoying mediums, like troop transports. They perform "surgical" strikes. Finally the Kirpan are quite versatile. As other destoyers they are usually tasked to destroy small ships, ensuring "Small ship superiority", but once they get to RB 1 they surprise the enemy with powerfull .cruiser-sized damage dealing. Boarding and flanking are also viable tactics for them. (if you rake a large with a destroyer you are golden)
... So the SP tactics in a nutshiell: flank or screen with frigates and cruisers. hide your larges behind that screen as close, then get to the adecuate RB for each ship and board when you have dealt enough damage, and don´t forget some hit and run attacks if you can affort them, and remove annoyances with Jacknifes..
And that´s all I hope you liked and proably next entry willl be about fixing the the Jacknife
Cheers ;)
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