The Hobbybox
Mongoose
Oops, yeah, should have been 2 Chronos, 3 Myrmidons and a Marathon.
Burger said:Well thats your fault for allowing 2 Strikehawks to lure it behind an asteroid fieldkatadder said:true but the adira did next to nothing.![]()
Depends on the opponent's fleet. If they have lots of init sinks as well, don't squadron because it'll mess with your boresighting. If they have only a few ships, squadron (for speed of play if nothing else!).Sulfurdown said:So could you comfortably squadron those into two groups
Never, ever, EVER field a Solarhawk! Even if playing at Battle level, take 3 Strikehawks rather than a Solarhawk and 2 Strikehawks. They are just free VPs for your opponent. They die so easily, and they always get shot first because of their big gun and low hit points.Sulfurdown said:and/or would you consider replacing two Strikehawks for a Solarhawk
If I'd wanted to run away I could've flown off my own deployment edgekatadder said:actually he was diverting the rest of your fleet towards mineotherwise your entire fleet would have escaped i think.
Clear up the empty cans and bottles before playingNightmares about Minbari said:Stella debris is on the table
Nightmares about Minbari said:Ok, init sinking leads to wierd things happening.
Small fast ships tend to end up moving first, before the larger and slower ships, which is obviously not that logical.
It's also been said that massed swarms makes using larger ships impossible, which isn't the sort of game we wanted to be playing.
End of the day though, this is just a house rule to change the dynamic of the game, nothing more.
The following situation has been seen here more than once.
Stella debris is on the table. Initiative sinks stay behind the debris on all stop, enemy ships therefore have to move before the ships they are engaging, don't manage to boresight anything and die under the guns of the smaller ships of the init sink equipped fleet with no chance of retribution.
Cannot kill the init sinks themselves because they never engage the enemy, never even seen by the enemy in most cases.
Cannot kill the enemy ships that do come out, because they are never in arc to engage.
A varient is using high stealth init sinks at extreme range, can be shot at but takes stupid amounts of fire to destroy them, while the rest of the fleet mops up.
This situation leads to an escalation of init sinking, each game involving more of the little bleeders. Turn length gets longer and longer, games get less playable and less fun.
Guess I want to put the breaks on it a little and change the dynamic. If both sides are limited to half a dozen ships or squadrons, how you organise those squadrons becomes much more important. to get effective initative sinks you have to gather your serious hitters into one or two squadrons and use them last, but it is less likely that either side can leave their opponant doing nothing, getting frustrated and giving up the game.
Centauri_Admiral said:Personally I prefere to play REAL mens games, by which I mean a game of at least 5 points at battle, and test your fleet command skills properly. Anything less, to me, is a girls game . . . . . . .![]()
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And to be honest, I find intiative sinking unsporting, call me old fashioned but I like games/gamers who try and find a fair and balanced way to win their games without resorting to becoming a beardus maximus.
BUT I do however understand that some players feel that fleets like the narn or drazi NEED int. sinks to give them a fighting chance.
Anyway, weren't the narns and drazi, designed to be Centauri cannon-fodder?
:twisted:
Nightmares about Minbari said:To Davesaint:
Init sinking is just totally beardy in that it is using the technical rules to create situations on the table top that simply couldn't happen in the real world for gamesmanship advantage.
If you can't recognise EXCESSIVE use of init sinks as beardy, then, well, there's nothing I can say that wouldn't be offensive so I'll stop now.
Got a silly idea to prevent init sinking.
Any ship that hasn't played a constructive part in the battle in three turns is automatically considered destroyed, giving the enemy double standard victory points.
PS it's been one of those weeks!