Shut Up Hippie!
Mongoose
Count me in as well Charles - I suppose some poor sod has to drive Starlynx
ditto what burger saidI prefer not to force the skirmish fleet to fit into the other ones. I think that would restrict fleets too much, especially for the final battle, where your entire skirmish fleet would have to fit into 1 war point. Better to just allow free choice of fleet (and race too? I liked that) for each battle -- declared at the start of the day of course
Yeah the fighters are reasonable now, worth taking. 2 scouts and 4 fighters. I definitely wouldn't like to face ISA though - 2 BS init sinks would allow 2 WS to get out of arc and kill... 2 Nials to keep the fighters busy...Da Boss said:Actually depending on who you face 5pt skirmish is not too bad for Shadows - I'd take them against 5pt skirmish ISA![]()
They are if they stay 30" away, behind an asteroid cloud or planet! If you start going after my BS, I just use WS as init sinks...AdrianH said:2 Blue Stars aren't going to live long against Shadow Scouts
True, but it shouldn't take the Nials many turns to dispatch a few +0 dogfight fighters... and since the scouts can't fire back it doesn't matter how many turns it takes the WS to break stealth. And after 1 pass, get a decent beam roll (3 hits or more) and you've got him pinned. Alternatively take a couple of Stak instead of the BS, init sinks and scouts and with their own stealth.AdrianH said:If the fighters can keep the Nials busy long enough then the White Stars have to contend with the Scouts' stealth without any scouting or fighters to help break it.
And then I switch targets again, noting that I can go double speed after a turn while BS and WS either go standard speed or APTE and no turn. 12 rounds later, game ends with a no score draw.Burger said:They are if they stay 30" away, behind an asteroid cloud or planet! If you start going after my BS, I just use WS as init sinks...AdrianH said:2 Blue Stars aren't going to live long against Shadow Scouts
If Shadows win initiative, Nials move first, then all four Shadows gang up on one of them. Nial gets +3 for being a Nial, Shadows get +3 for having 3 support fighters, and the Shadows get a re-roll if they lose.True, but it shouldn't take the Nials many turns to dispatch a few +0 dogfight fighters... and since the scouts can't fire back it doesn't matter how many turns it takes the WS to break stealth. And after 1 pass, get a decent beam roll (3 hits or more) and you've got him pinned.AdrianH said:If the fighters can keep the Nials busy long enough then the White Stars have to contend with the Scouts' stealth without any scouting or fighters to help break it.
Stealth 5+ becomes 4+ because Shadows get +1, 3+ because a Scout has to be within 8" if it's going to fire, 2+ if the Scout gets its scouting trait, and 1+ if both Scouts are pointing at it and the first one broke stealth but failed to break the ship. Which, since the Stak has little more damage than a BS and no adaptive armour, is unlikely.Alternatively take a couple of Stak instead of the BS, init sinks and scouts and with their own stealth.
If I can somehow make it to the tournament, you'll get the chance.I'd definitely take ISA against Shadows at 5pt Skirmish!!
Awesome :lol:AdrianH said:If I can somehow make it to the tournament, you'll get the chance.![]()