Apollo Bombardment Cruiser - how to use it?

Anbar

Mongoose
Does anybody have advice on how best to use this ship?

I've tried it in a couple of battles but i've never really gotten much out of it or, indeed, the strike varient.

The Marathon and Omega always do SO much more (for me).

Am I missing some tricks on how to best use these missile-type ships, or are the Apollos a tad bit underpowered for Battle level ships?
 
The Apollo is a great ship when used correctly. There are two things to keep in mind. Who are you fighting and what should you bring. Swapping out your missiles to have the right tool for the job is essential.

If your enemy has interceptors or lots of escort fighters, consider using the Multi-Warhead missile.

The Apollo is a tough ship, so don't be afraid to get close enough to use Flash Missiles or Heavy Missiles against tough foes like the Narn.

Against Gaim, I've loaded out with Anti-Fighter missiles for very good effect.

Remember that each arc is a separate system. So you can load different missiles in different arcs. Longer ranged missiles in the Fore arc allow you to close with the enemy effectively. Heavy missiles in the Port/Starboard mean you can do big damage once you are in the middle of the enemy. I like to use a Fusion mine with the Aft arc. It's only 2 dice but it can kill fighters or break stealth in a pinch.

Many missiles have the Precise trait. Their primary job is to generate criticals.

The Apollo is not Lumbering. It can maneuver better than an Omega and this will allow the use of multiple arcs of missiles every turn if you are careful.

Good luck!
 
I was considering loading it up with long-range missiles, then deploying it broadside... "All stop"

then next turn "Concentrate All Firepower" and keep using that... so effectively using it as a bombardment missile boat.

We tend to play pretty big games, so Battle/Orange are pretty easy to kill when you have a few reds and at least one Armageddon ship per side.

Every time i've taken these forward in such games they've been either one-shot'd or killed in that turn as they have low armour.
 
I would keep it back. It has 6 AD on the front arc so don't waste that. Bring the front and one side to bear on 2 targets every turn - almost double the firepower than just using a broadside.

Long range missiles are probably a bit pointless aren't they? You lose SAP, and how often do you need the extra range? I would put standards on the front and port, and heavy on the aft and starboard (in case someone gets close).
 
yes, obvious really, move at an angle across the face of his fleet rather than directly at it then turning across it. (Doh!)

He likes to leave his carriers to the rear, with long-range i can get at them without too much risk... in theory..
 
the more i think about that the dumber I feel... :oops:

I've basically gotten myself into the habit of treating each arc as being linear to the table edge... just didnt think about moving obliquely so that you have two arcs facing down the table (but neither has my Oppo!!!).

its staggeringly obvious, particularly for missiles ... :oops: :oops:
 
It took us a while before we had that "aha" moment of using two arcs at long range. We haven't looked back since.

You must be playing some really big games if you are commonly throwing around Armageddon level ships and blowing up Battle ships in a single go! Our fights tend to be much smaller, usually having one dominant Battle-level ship as the center of a fleet.

Love to see some pictures and/or battle reports from these epic fights. :)
 
all with counters too date, now that i ahve some of my Hiigarans ships though we'll be switching to actual models (i play earth alliance, just use different looking ships).

But, yeah, we've been playing mostly big battles to learn the rules, rarely get to finish too many of them,raather we declare a win/loss long before the enemy fleet was ever wiped out.

BUt, you know those "rare" runs of dice with Beam weapons, where you 6AD beam rolls 14, 15 or even 17 hits (at DD or TD).. we keep getting quite a few of those.

Last game I roll 23 from 6AD on the Warlock.. triple Damage..and got 6 criticals..it was rather freaky (clearly!) and his War level ship (that was targetted) exploded in the first salvo.

Of course next turn, when firing at his armageddon ship... 1 hit - Doh!
 
The optional beam rules in P&P are great in avoiding too many run-away hits. The damage is still the same as average, but the spread is norrower.
 
Anbar said:
all with counters too date, now that i ahve some of my Hiigarans ships though we'll be switching to actual models (i play earth alliance, just use different looking ships).

But, yeah, we've been playing mostly big battles to learn the rules, rarely get to finish too many of them,raather we declare a win/loss long before the enemy fleet was ever wiped out.

BUt, you know those "rare" runs of dice with Beam weapons, where you 6AD beam rolls 14, 15 or even 17 hits (at DD or TD).. we keep getting quite a few of those.

Last game I roll 23 from 6AD on the Warlock.. triple Damage..and got 6 criticals..it was rather freaky (clearly!) and his War level ship (that was targetted) exploded in the first salvo.

Of course next turn, when firing at his armageddon ship... 1 hit - Doh!

Where are you located? It's tough to find new people to play against these days...

As far as ships go, our group used counters for the longest time until I bought up someone's old set of ships (around 250 Fleet-Action scale ships and like 150 or so fighters for $200).
 
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