5 Point Battle Brakiri vs Gaim

tschuma

Mongoose
I have a game this Friday in which we will be test the Space Station rules and the new Gaim listings. it is a 5 point Battle - Call to Arms. I am taking the following

4 Haltona
2 Halik
2 Brokadoes
1 Battle Station with the following:

1 Armor Module
1 Habitation Module
1 Point Defense Module
2 Graviton Beam Modules
2 Hanger Modules
1 Graviton Pulsar Module

Hull 5
Troops 30
Anti-Fighter 6
Immobile
Inteceptors 10
Space Station
Carrier 10
Damage 390/195/80
10 Falkosi

Gravition Beam 27", 6AD, Beam, Double Damage, Slow Loading
Graviton Beam 27" , 6AD, Beam, Double Damage, Slow-Loading
Graviton Pulsar 18", 5AD, AP

Does the Station look good enough? If not what should I change? The reason the Haltona and Brokadoes is this gives me the Fleet Carrier and Command bonus so I do not have to take 3 HArdpoints for a Command Module. Since the Gaim have Inteceptors like crazy, no sense is taking anything without Beams. I figure I can use Intensive Defense Fire on the Halik and double the Anti-Fighter to 16, that should help out wit the defense of the Haltonas.

I am planning on putting the station to the far side of the setup zone and squadron 2 Haltonas with a Halik to the other side. I hope to force the Gaim into a killing Zone in the center. The Brokadoes will stay clos to the station and unload the fighters when the Giam fighters get within fighting range. Then the Brokadoes can bue cut loose to use their powerfull 2AD beam!

What do you think? Remember this is only a test!

Tom
 
put the station at the very front of your deployment zone - it is turreted so it does not matter........The Gaim could eventually sit it out and kill it but doubt very much they will have the time to inflict 300+ damage
 
I would think that the Gaim fleet would have to expend all its firing against the station to come near to killing it, but they have all those pesky ships to contend with too... tough one for the Gaim! 8)
 
KennyBoy said:
I would think that the Gaim fleet would have to expend all its firing against the station to come near to killing it, but they have all those pesky ships to contend with too... tough one for the Gaim! 8)

That rather assumes that the Gaim player is even going to attempt to deal with the station. As has already been mentioned, if he has any sense he'll just pick some ships with 40" range mines and wait for the Brakiri to come to him and never get to within 27" of the station.

If the Brakiri don't come out to play, it'll just be a very short 12 turns! ;)

Of course, the other alternative is for the Gaim player to pick up his own station and mount 45" Photon bombs on it.

Either way, I just see stalemate really.

Regards,

Dave
 
Couldn't the gaim try to board the station, no experience with the Gaim but don't they have zillions of troops.
 
Target said:
Couldn't the gaim try to board the station, no experience with the Gaim but don't they have zillions of troops.

Yeah, but they have to enter the Brakiri's killing field to do that, and all those breeching pods will be fodder for the Brakiri fighters. If he uses e-mines to splat the fighters he could well get his own pods, too.
 
Also it does have 30 troops of its own to fight through plus AF 6..........

"Of course, the other alternative is for the Gaim player to pick up his own station and mount 45" Photon bombs on it".

one of the soooo very many big problems with the present horribily broken Space Station rules - the disparity in ranges............
 
why use breaching pods against a station? better to use launch breaching pods and shuttles order then no chance of being shot down or AF'd.
 
Da Boss said:
Also it does have 30 troops of its own to fight through plus AF 6..........

"Of course, the other alternative is for the Gaim player to pick up his own station and mount 45" Photon bombs on it".

one of the soooo very many big problems with the present horribily broken Space Station rules - the disparity in ranges............
The range thing is deliberate - it forces enemy players to have to come into range of the station. There'd be almost no point taking a station if you could simply outrange it in most battles.
 
The problem is there are no rules for assualting a station with troops, unless I missed something in the rules. So why even have troops listed?

Tom
 
Triggy, I think you missed the point... it's not that stations have great range, its that the ranges vary so much between races. Some races can effectively have their stations ignored as you CAN sit outside range and still effect it, other stations cannot be affected from outside range of its weapons.

Most races have a 30 inch weapon... the Brakiri station here is just hoping for a game that is short enough it can't be slowly killed due to only being 27 inches in range.

The Gaim station would be trading shots at range 45 (48 really), so cannot be out ranged by anything in the game right now.

Ripple
 
I see your point now.

It's a fundamental problem with anything that can't move.

That's the major reason that I think any mission that has a space station in it should force the attacking side to do at least something (damage/boarding/whatever) to the station to get at least a tie, let alone a win. Space stations not only need a couple of scenarios specifically for them but they also need stating that one of these scenarios must be played if they are taken.
 
Well, they do have the advantage in a campaign that even if their side loses the battle, if the station isn't captured or destroyed, then it's own side keeps the strategic target.

That's a pretty hefty advantage, if you ask me...
 
That's fine for campaigns as you say. The same needs to apply to one off games too.

Having a greater variety of space station missions wouldn't hurt anyway.
 
Triggy said:
Da Boss said:
Also it does have 30 troops of its own to fight through plus AF 6..........

"Of course, the other alternative is for the Gaim player to pick up his own station and mount 45" Photon bombs on it".

one of the soooo very many big problems with the present horribily broken Space Station rules - the disparity in ranges............
The range thing is deliberate - it forces enemy players to have to come into range of the station. There'd be almost no point taking a station if you could simply outrange it in most battles.

Ripple confirms one part of the problem - the massive disparity in different races, I think from 27" to 52" - presently you can have one station (ISA or Minbari) blasting the whole table including the enemies deplyment zone and any impotent stations they have.

I also disagree that they need to be much more than 30" - that is already long range and they are on a turret! If they are only a small station with a stupidly big gun (another major problem with the present rules) than if you can lure the enemies ships out from it then fine. If its a battle levels station say in a raid game than you probably need to kill it to win anyway.

The huge advantages of a station - including damage, special crit rules, turret arc, special traits normally unavaiable to the specific race, should be balanced by it only being able to effect part of the table IMHO.

re special scenarios - sounds good but would need to be sorted out with the campaign rules.

Looking forward to a complete re-design of the space station rules beginning with halfing the starting damage for all stations (presently a Patrol level station starts at near battle level damage and then you add more damage to it :roll: - just wrong)

reducing range on weapons ................
Offers have been made to redesign the station rules but we are not sure if there is any point at present - its a lot of work if it will simply be ignored. Do the powers that be consider the stations rules broken? :?:

I would still think ranges could be more like this:

EA Missiles - 36" range,
Lasers 30" range (no longer boresight)
Crusade era - 35" range Neutron Cannons (as above)

Dilgar- Anti-ship Missiles 30" range

Minbari/ISA - Improved Neutron Lasers 42" range, Neutron Lasers 36" range (less happy about this as I think its a bit too far at 42" on a turret)

Narn - E-mines 36" range, Ion Torps 30" range, Lasers 30" range

Centauri - Battle Laser 24" range, Ballistic Torpedoes 36" range

Abbai - Combat Laser 24" range, (although I would be happy for this to go to 30"

Brakiri - Gravitic Lance 42" range, Combat Laser 25" range

Drazi - Missiles 36" range, Solar Cannon 20" range,

Gaim emines - 40" range,

Pak Plasma Torps 36" range,

Vree Antimatter torp 36" range

Vorlons - Lighting Cannon 36" range

Shadows Molcular Slicer 30" range

Drakh Neuton Cannon - Heavy 30", Medium 25"

althoug I still feel they should be on arcs not turrets.......................and if everything had a max range of 36" again would not be unhappy..........
 
Why not just have it that all space stations - because of their size and power reserves for weapons - can affect the entire table with at least one of their weapon systems?
 
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