The big problem with using stems is that you can block access to it with just 2 fighter stands.
Stem contact also limits 4 pods/ fighters a turn. This makes ships with even half decent anti-fighter safe from them unless they roll really badly. Once you factor in Intensify Defensive Fire and...
I went for a solution which kept the overall feel of the fleet but stopped the ability to put down all their firepower at a point on the table of their choice.
A few rules need clarifying:
Make Klikkitaks un-recoverable by a fleet carrier.
Flight computer and Protect the queen. The way I read...
The big problem with the Gaim is the skirmish queen and the war carrier. Fix these ships you'll see a lot more balanced fleets taken. These 2 ships need their ranges reduced as a first step.
Diluting the emine firepower has 2 resoultions mentioned on the forum (there may be more I have missed)...
To solve problem of being able to fire all the emines all round I spread the weapons around different arcs, e.g.
Sataaka Gunship
Photon Bomb 20 F 2 AP, Emine, Slow-loading
Gatling Laser 10 F 3 Beam
As it is an attacking ship emine becomes forward firing, added 1 AD to...
Regarding the Photon bombs bypassing most defenses.
How about:
Call them Photon Projectiles.
Each turn a ship can choose to fire them either Focused or Burst.
If Focused they have the trait: AP
If Burst they have the trait: EMine
A ship must fire all its photon projectile weapons in one mode...
Despite my best efforts I didn't manage to capture 1 ship during the campaign, in games with a time limit breaching pods are more of a psychological weapon than a real threat.
Klikkitaks won't take out ships on their own, they are useful for causing criticals and weakening ships ready for...
In the campaign I took 4 assault ships so that I would be able to take on Drakh, as it was the scenario did favour me (supply ships with me attacking) By the end of turn 2, 7 out of the 8 freighters were destroyed and I had 14 VPs in the bag.
The drakh beams did take out 2 assault ships, I...
The basic problem with the fleet seems to be the War Carrier and the Skirmish Queen. Reduce the range of their emines, ? 30 for the carrier and 20 for the skirmish queen and the other choices within the fleet start to look a lot more attractive.
The emines are only AP, so the 12 AD from the...
In my last 2 games in the campaign I came up against EA twice and my Battle level queens got mauled by the beams and long range missiles. Even if I wasn't reinforced against in both games I would have had trouble winning the scenarios.
As it was, I lost both due to the double VPs for the Queens...
On reflection the other side of the table was better for setting up and moving second, more cover to deploy in. Once the MEA can get the infantry and fedayeen into cover the army stands a much better chance. Though we need the command squad (wave 4) to really make full use of the feds.
With the...
First games was definitely the best, I think its better to forget that the last game ever happened. Losing 7 out of 9 technicals before we even had a chance to move was not fun.
Currently thinking of ways to customise my technicals, going to have to do something special for the one which took...
Mr Evil,
Thanks for the break down of forces, don't think I can drop the Fedayeen squad as an option because I need some hardcore troops to deal with MBTs.
Thanks for the offer of a lift to the tourney, would that be from Bristol?
Went to open day in Bristol last weekend, thoroughly enjoyed it and bought a box of MEA infantry. I am wondering how many MEA units would be needed for 750 points. (Thinking currently of 2 units of MEA infantry, 1 of Fedayeen and 1 squadron of Technicals to transport them).
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