5pt Drazi War Fleet - Suggestions?

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Mongoose
I need to build a 5 point Drazi war fleet for a tourney - I have the following models and don't have the time to acquire let alone paint more...

5 Stormfalcons
6 Sunhawks
10 Strikehawks
11 Starsnake Flights
20 Skyserpent Flights

I could abandon trying to field all Drazi and supplement with a few Brakiri, Vree and Abbai (just the basic fleet box for each) but I'd rather field an all Drazi fleet because I think it's more fun.

My questions:

a) What would you field (variants n' all)?
b) Is the Drazi scout in S&P (i.e. the Eyehawk) tournament legal?
c) Any suggestions for how to use Drazi? I've never used 'em before :oops:
 
b) Eyehawk is tourney legal and therefore I'd field at least four in this situation (assuming you had enough Sunhawks/Firehawks to take enough Raid options).

With your ships I'd field the following (and be very sad I can't be present to blow them out of the sky too :P):

5 x Nightfalcon
2 x Solarhawk
10 x Strikehawk
4 x Eyehawk
2 x Starsnake wings (4 flights/wing)

Aside from the fact that's about the only fleet you can take, it's not too bad, even though it won't win the tourney as a whole (consider that a challenge!) Higher PLs would be where Drazi get really good if they had a great Raid PL option and that's where the Firehawk would come in if it was available yet...
 
The Eyehawk is S&P, and not described as "official" like the Sag and Command Omega changes. Therefore I'd ask the tourney organizer about it. I think the ID guys would most likely allow it. Scouts are for wusses anyway.

Strategy: CHARGE! Then turn around and charge again. Use your ships with slow-loading as initiative sinks to get your other boresighters lined up.

How's this...
5x Stormfalcon
5x Solarhawk
9x Strikehawk
1x Jumphawk (for Command +1, important for a boresight-reliant race)

That gives you enough fighters (10 Star Snake, 14 Sky Serpent), you don't need to buy more. Or you could swap a couple of Strikehawks for Darkhawks, missiley initiative-sink goodness. I have models you can borrow ;)
 
Well my painting is very basic but I dont think I'll need to borrow any!

Production Line...
DraziShipyard.jpg


StrikeHawk:
StrikeHawk.jpg


StormFalcon:
StormFalcon.jpg


NightFalcon
NightFalcon.jpg


5pt War Fleet:
DraziFleet.jpg


I've gone for:

4 x StormFalcon
1 x NightFalcon (Command Ship)
5 x SolarHawk
10 x Strikehawk

Carried Craft:
11 StarSnakes
17 SkySerpents

...well I may not win against the might of ISA, Minbari, et all and the Ancients at War level, but I'll have fun trying!
 
Ooooooooooooooooooooooooh :shock: .

I can't keep up... or maybe I can. I just bought a Vorlon fleet box...

2 Armagedden
2 War
2 Battle
4 Raid
2 Patrol +
9 War and 1 Battle

Heh... Vorlons. :roll:
 
So...are you green - or purple?

Personally I'd agree with the above - a few Darkhawks might help, and Eyehawks as well if they're allowed.
 
They are one of the real gems of the drazi fleet - if you can 'tag' something with an eyehawk and hit it with a few solarhawks it's going to burn...packing a better main gun than a marathon during its firing turns.

They are rather horrendously fragile for something that has equivalent priority to a nova, though...and short-range, fragile and massively well armed is a combination that usually spells 'dead on turn 1' if your opponent gets half a chance.
 
hehe, yep, the key with Solarhawks in larger games is to use a few of them so your opponent doesnt just see one incredibly obvious target and blow it to bits. Secondly try and keep your ships back out of enemy firing range only just on turn 1 or so so that next turn you can shoot in as close as possibly, and unload into them, then next turn APTE overshoot them and come about for another pass.

The Drazi are an excellent fleet if you use slashing tactics rather than getting into a turning fight or a slugging match (both of which they are easily outmatched in by most fleets (their speed actualy makes them LESS maneuverable giving them a pretty big turning circle, and as tough as most of their ships are, they simply dont have the firepower to go toe to toe with most enemies over a potracted period of time). The key is get in, hit em hard and get out, then come about out of weapons range and do it all over again. If possible come in from the flanks or rear but your ships are pretty tough by and large so its not too deadly to zip in frontally against some fleets (certain opponents like Centauri and Vorlons espeicially though might be worth trying to avoid the forward beam net of doom)

A word back on Solar Hawks again though: They have one of the most potent weapons in the game (especially for a raid level ship), but they are hull 4 with few hit points. If they get so much as a angry stare they will explode. If you get the chance for a shot with one, dont wait for a better target, TAKE IT. Take it at the first initiative step chance you get. You will only regret it if you dont ;). Other things worth considering with them: 1) Close bulkheads. You lose 1 turn, this leaves the Solar hawk still with another 45 turn so you can still line up your boresight. Also you can only fire one weapon but really theres only 1 weapon worth firing on said ship anyway ;) Another one to consider is using a Strikehawk or 2 to perform maneuver to shield them, Strikehawks are MUCH tougher than Solarhawks and even if you lose one, its more than worth it to keep the solar cannons firing :)

Stormfalcons. Now THERES a nasty ship if I ever saw one :)
 
Locutus9956 said:
A word back on Solar Hawks again though: They have one of the most potent weapons in the game (especially for a raid level ship), but they are hull 4 with few hit points.

Thanks for the advice but they are Hull 5 aren't they? (Ref. P139 SFoS)
 
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