Advice on using Drazi

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Mongoose
Hi I am about to get into Babylon 5 and want to play the Drazi, The people here usually play 5 point Raid. We dont have the new 2e rules here in Aus yet but I would appreciate advice on what to get for both 1e and 2e play.

So far I am planning on picking up both a fleet box and one of those packs of star serpents, is that a good start? and what else should I pick up, perhaps a couple of lists as well?.

Cheers
Rhys
 
I recommend lots of Strikehawks and Warbirds (and Firehawk and Claweagle in 2e). Some of the Sunhawk variants are good too but they die very easily. Avoid the big ships; they die too quickly, and the Boresight reliance means you need initiative sinks.
 
I would recomend sticking to Raid and skirmish ships, the firehawk and warbirds are flippin scary, and the drazi realy peak at raid IMO, with most battle/war level being a bit fragile for their level. the only battle you might want to use is the night falcon carrier, but thats only if your fighting opponents with bad/no dogfighters.
 
So would these be good Lists?

5 Point Raid
Point 1
Darkhawk Missle Cruiser 1
Guardhawk Battle Escort 2
Point 2
Darkhawk Missle Cruiser 1
Strikehawk Battle Carrier 1
Point 3
Jumphawk Command Cruiser 1
Strikehawk Battle Carrier 1
Point 4
Strikehawk Battle Carrier 2
Point 5
Firehawk-Class Advanced Cruiser 1


5 Point Battle
Point 1
Firehawk-Class Advanced Cruiser 1
Strikehawk Battle Carrier 1
Guardhawk Battle Escort 2
Point 2
Firehawk-Class Advanced Cruiser 1
Strikehawk Battle Carrier 1
Eyehawk Class Scout Cruiser 1
Guardhawk Battle Escort 1
Point 3
Firehawk-Class Advanced Cruiser 1
Strikehawk Battle Carrier 2
Point 4
Firehawk-Class Advanced Cruiser 1
Darkhawk Missle Cruiser 2
Point 5
NightFalcon Heavy Carrier 1
 
Dizzy Vree said:
I would recomend sticking to Raid and skirmish ships, the firehawk and warbirds are flippin scary, and the drazi realy peak at raid IMO, with most battle/war level being a bit fragile for their level. the only battle you might want to use is the night falcon carrier, but thats only if your fighting opponents with bad/no dogfighters.

he'll have the worst dogfighters in our local. He's going to be up against 1st Phase Humans (myself) Crusade Humans, Narn, Centauri x2, White Stars, Shadows, Brakiri/Pak'Ma'Ra.

And possibly a Vorlon fleet.
 
Whihc is a good point as I can't quite see how to deal with enemy fighters, since almost all my weapons up to about battle level are bore and the only have to get behind me for the ones that aren't to be useless? Im not complaining Im just trying to get advice on play.

Any hints as to how the 2e Drazi are different?
 
In 2nd? Firehawk is the only Raid choice, solarhawk down to skirmish with still 4 ad on solarcannon, no changes there. To counter fighter use Guard hawks. They are escorts so you can lend they af dice to other ships.

Apart from that, Drazi become much scarier in 2nd than in first. Also, there are more fighters in a wing and they are better dogfighters. Better than Vorlons and Shadows
 
Thanks for that.

I wouldn't mind some advice on how to deal with fighters until we switch over to 2e as well.

Also some advice on my lists 1e wise and 2e wise. (if you dont mind) should the Guardhawks be switched for something else in (preferably using the same figure) until then?

Should I be using solarhawks in 2e rather then some of the dark hawks? (Should be a fairly simple switch since I can just change the paint scheme, Which is how I plan to differentiate between the different hawk variants)

any tactical advice?

Will the fighters in the fleet box + 8 star serpents be enough for 2e?

Can I actually use the eyehawk in 1e or 2e? is it official? I mean if not can Drazi get anything with scout?

thanks for any advice you give.
 
Lone Gunman said:
Apart from that, Drazi become much scarier in 2nd than in first. Also, there are more fighters in a wing and they are better dogfighters. Better than Vorlons and Shadows

Better than Shadows (but they are so expensive and so bad :roll: ) but do remember Vorlon fighters have a antifighter defense so they are not easy kills :)
 
The best way for Drazi to counter fighters(in 1e at any rate) is for them to have Star Snakes on escort duty. With the original rules it's fairly easy to avoid Guardhawk fire zones and stay out of particle beam arcs from everything else. And if you pin down enemy fighters in dogfights you may be able to position ships to deal with survivors. In 2e the Guardhawk will be more useful with it's Escort trait (think it can cover other ships within 8"). Otherwise, you might want to try using any F arc weapons (Stormfalcons etc) if they've nothing better to shoot at and hope your foe fails his dodge rolls. And if a ship is being really pressed by fighters, remember that most Drazi ships can outrun them (using FPTE if needed). At worst, this means your opponent will either pick another target or try to chase you, easing the pressure on your other ships.

Works for me. Mostly. :wink:
 
My suggestion was to take a Brakiri Carrier with Falkosi fighters so he was at least some anti-fighter fighters. At least these could team up on enemy fighters or run escort for the heavier Drazi fighters, lett the Drazi fighters hang back and protect the sides and rear of the fleet.
 
meh Rhys...

Then again you DO have your dice!! lolz just kiddin.

Then I'd just get a crap load of fighters. Remember +1 on dogfights for all friendy stands in a dogfight so 2/3v1 should negate any Dog-fighting capabilities.
 
seems like until we get the new edition here FPTE is going to be getting alot of use.

So until 2e replace the guardhawks with 8 star snakes (2 Patrol Points)?

Can any explain to me the usual Drazi tactics? Do you weight a flank? rush straight foward and cut accross? Blast through and try to come around?

The Drazi look like a lot of fun!
 
Depends a lot on how large a game is and what race you're up against. A general tactic that I've had some success with is to make attack runs by groups of ships (depends on how many ships you're fighting as to whether you use squadrons or not) concentrating on a small number of targets (usually targeting carriers and missile ships first) but keeping at least a third of the fleet back to use as initiative sinks or to pick off isolated ships or whatever. The attack group FPTEs past the enemy fleet and moves out of weapons range. The second group can then attack, targeting badly damaged ships, while the first turns around and lines up another run. Usually have Warbirds or Sunhawks in the first group type, Stormfalcons leading squadrons if possible. I like to use pairs of Darkhawks with an Eyehawk scout for the second group type as they can stay at long range. Shoud work better with 2e as all the smaller Drazi ships get Dodge and your Sunhawks are more survivable against beams. As it is, Sunhawks usually get pretty badly mauled. But then, they're very cheap to replace in a campaign and crippled Drazi ships get a CQ bonus to ram.

You should check out Alan Oliver's fleet tactics articles in Signs and Portents, not sure which issue has the Drazi guide.
 
Have your opponent amass his fighters around a Sunhawk. Then when the fighters/other ships destroy it (which should make it explode, hopefully) most of his fighters should go up in the explosion.
 
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