Armageddon Vorlon Tactics

Darzoni

Mongoose
Since this is all going to change with second edition, I figure I might as well post this now while it still applies.

The Vorlons have serious firepower in the form of their weapons, at the cost of having only a single arc of fire. Their ships are expensive as well, with the Vorlon Transport at Raid Priority. As a result, the fleet requires more forethought in ship selection, deployment, and maneuvering.
The lowest priority selection for the Vorlons is their fighters; while these are quite nasty as fighters go, they lack the durability of a proper Vorlon warship. What this means for Vorlon commanders is that the workhorse of your fleet is the Vorlon Transport, a Raid-priority selection. Vorlon fleets are typically outnumbered as a result.

Vorlon ships can take a severe beating, attributing this durability to several factors. The first of which is their Adaptive Armor, which effectively doubles the amount of damage they can take- even Triple Damage weapons only do 1.5x damage to a Vorlon warship! The second reason Vorlons can take such a pounding is their Self-Repair trait, which can negate an entire turn's worth of damage if your opponent rolled poorly. Surprisingly, the damage table that the Vorlons use also contributes to their durability, as only Precise weapons can ever get a critical hit on a Vorlon ship. The last reason for the durability of the Vorlon fleet is that they fight at full capacity until they’re destroyed; they have no crew or ship systems to weaken their fighting capability.

Due to their lack of firing arcs, the Vorlon fleet will rely on the more maneuverable Vorlon Transport and Vorlon Destroyer to come around and shoot ships trying to blindside your fleet. A well-timed Come About! special action with a Vorlon Transport or Vorlon Destroyer can give ships in your weak firing arcs a great deal of trouble, since you can use that extra 90 degree turn to flip a 180. A Vorlon commander should remember that his smaller ships help compensate for the lack of firing arcs and slow speed of his larger ships.

However, that is not to say that the Light Cruiser and Heavy Cruiser are worthless. Quite the contrary; the heavy punch and relatively long range on their Lightning Cannons means that you can soften up enemy ships and disable them with Critical hits before your smaller ships close range. This can mean picking off the enemy’s assault ships or tearing a chunk out of the big guns.

Another method of compensating for the lack of firing arcs on the Vorlon ships is to come at the enemy fleet from multiple directions so that the firing arcs of your ships get the widest possible area of coverage. If you’re fortunate enough to make your opponent deploy first, then deploy your heavy hitters furthest away from your opponent’s fleet and put the smaller ships like Transports and Destroyers closer to the enemy at an angle. If you aren’t so lucky, split your fleet into two roughly equal groups for redundancy and to force your opponent to either split his fleet or go after one or the other. The more you can force your opponent into moves you can predict, the better.

Prioritization of targets is a must for Vorlon fleets. There are certain ships you must take out first in order to minimize the risk to your own fleet. Any ship with five or more Attack Dice of Precise weapons has to be crushed ruthlessly to avoid the critical hits they can inflict. Of secondary concern are AP and Super AP weapons, since they will hit hard due to the Hull 5 that all Vorlon ships have.

Additional notes, comments, and criticisms from other Vorlon players are quite welcome.
 
I would suggest an alternate use for the smaller ships.

Put your big hitter up front and hang the others as far back as possible. Dont worry about being out of range with them, the big ships are tough enough to take the firepower of an entire fleet for several turns usually and can put out horrific damage! The little ships hanging back mean your opponent doesnt have a big blind spot to run to behind your big guns as hes then targettable by your smaller ships. Priority targets are not just based on firepower though.

Kill your opponents small fast ships as quicly as possible as once they get past you they are much harder to bring your guns to bear on. Dont worry too much about getting pounded by the enemies big ships as your forces are WAY tougher than theirs and you can afford to come back for them later.

Secondly, beware of special orders. They are useful but if you go on them your ships cant use their antifighter pulse and Vorlons with their low hull and the way ancients take damage are quite vulnerable to being mobbed by fighters if you give them an opening like this.
 
Depending on PL, and FAPS. Big hitter at the front, and destroyers at the rear (in an inverted V). Group them in as big a squadron as you can, and puch the big ships first. Dont worry about the small ships, you can tank the damage. Also, if there are any asteroid fields nearby, lurk in there. You can soak any damage, and force your opponent to either engage or wait. If the game is limited to 10-12 turns, burst forward in the last couple of turns and take down his big ships.

Beware of Minbari, even against Vorlons, the are a Formidable foe.

Anyone that out flanks you, use your destroyers 90 degree turning arc and engage.
 
Locutus9956 said:
Secondly, beware of special orders. They are useful but if you go on them your ships cant use their antifighter pulse and Vorlons with their low hull and the way ancients take damage are quite vulnerable to being mobbed by fighters if you give them an opening like this.

In my experience, the anti-fighter pulse isn't that great. Yes, fighters are annoying as all get out for Vorlons to deal with. But at 1 AD of Anti-fighter per flight within 2", it ain't gonna do much unless they've got /lots/ of fighters on you.

The EA fighters are the biggest thorn in the Vorlon's side. Especially Thunderbolts since they can attack from more than 2" away. Prior to Armageddon's release, I'd simply manuever my ships so they were facing each other and blow the fighters out of the sky with Discharge Guns or Lightning cannons if there were no other pressing targets I needed to shoot.

Another way to get around the low turns problem is to abuse the heck out of gravity wells on planets. Vorlons (and Shadows too) love terrain of any kind because it helps them hide, manuever, and generally be sneaky gits.
 
Ignore fighters, except maybe Sky Serpents and WS Fighters. Anything else, even a t'bolt, is going to do only 1 or 2 damage per flight.
 
Burger said:
Ignore fighters, except maybe Sky Serpents and WS Fighters. Anything else, even a t'bolt, is going to do only 1 or 2 damage per flight.

Yeah Vorlons dont care for fighters, you use fighters to nibble and the odd crit. With most fighters, these fail against vorlons.
 
Well ok I didnt exactly spell it out but I meant LOTS of fighters ;)

If its just 2 or 3 flights, ignore them, even a transport is more tha tough enough not to care what they throw at you. A posseidonload of Tbolts though can do serious damage if you let them.... (personally youd be nuts to take a Posseidon against Vorlons though, vorlons LOVE hull 4 targets :P)
 
Just played a six point battle (Battle level) against Vorlons in our campaign

Used a Octurion, Primus, Balvarix, Magnus (x2), Elutarian and a Dargan - close run thing against

Light Cruiser, 2 Destroyers, 2 transports and some fighters

killed all but the transports but lost all but 3 raid level ships - oh year we fought in a mine field and my Elutarian took just the one hit from a mine all game!

anyway Vorlon fighters were useless and only marginely better than the pathetic Shadow fighters - which are laughable. Once the light cruiser was dead could breath easier but the destroyers were nasty and the 90 degree turns should not be underestimated.

Just lucky he did not use hyperspace, which seems lovely tactic for the Vorlons
 
Da Boss said:
Just played a six point battle (Battle level) against Vorlons in our campaign

Used a Octurion, Primus, Balvarix, Magnus (x2), Elutarian and a Dargan - close run thing against

Light Cruiser, 2 Destroyers, 2 transports and some fighters

killed all but the transports but lost all but 3 raid level ships - oh year we fought in a mine field and my Elutarian took just the one hit from a mine all game!

anyway Vorlon fighters were useless and only marginely better than the pathetic Shadow fighters - which are laughable. Once the light cruiser was dead could breath easier but the destroyers were nasty and the 90 degree turns should not be underestimated.

Just lucky he did not use hyperspace, which seems lovely tactic for the Vorlons

What kind of tactics were involved?
 
Space Supremacy Scenario - virtually no terrain to speak off - my tactics were to concentrate everything on the Light Cruiser and then the Destroyers - he went for advancing on me and blowing a ship a turn (or 2) out the stars - first Primus then Octurion - though it took the Light Cruiser with it, then the Carrier - he really disliked my Command trait.
He kept his fighter behind the fleet as they approached but got my fighters in and anhilated them - last one was destoyed by the full remaing front weapons fo the Octurion - only thing in arc! I think if he had jumped a ship or two into my fleet would have been different. Hull 6 kept me in the game.

no idea if this helps?
 
Wow Boss. How many ships of yours were left after the dust settled? Anyway, yeah, Space Superiority really sucks for Vorlons because of the lack of terrain.
 
Reaverman said:
Burger said:
Ignore fighters, except maybe Sky Serpents and WS Fighters. Anything else, even a t'bolt, is going to do only 1 or 2 damage per flight.

Yeah Vorlons dont care for fighters, you use fighters to nibble and the odd crit. With most fighters, these fail against vorlons.

Well I wouldn't say nearly 30 points of damage to destroyer(or was it transport) is laughable. That's what you can get if you let EMP pulse possibility and fighters swarm in...

Sure one fighter stand is not that bad but swarm of them starts to feel.
 
Vorlon fighters do have lovely guns, but they are for naught as they are stuck on a dodge 3+ fighter than can only move 9 inches - I think only the Kotha is slower?

They really do need the AJP trait added. Currently the only way you can hope to get them into combat is to group them on the bases of your ships, and suicide run them in close to the enemy using your charged pulse to dissuade enemy fighters from jumping your fighters. It's true that transports are pretty much suicide run ships anyways - so I guess it's doable.

A 9 fighter/1 transport hyperspace bomb could be a fantastic weapon to add to the vorlon arsenal, and highly show-esque
 
Tonight's battle highlighted a couple of important Vorlon vulnerabilities - my Centauri massacred a Vorlon fleet, I won't claim that much besides awesome rolling did it for me, but I did learn something from the game :D

Vorlons will almost inevitably be outnumbered against the younger races. This becomes problematic when facing a larger number of more manoeuvrable ships. I know a lot of people don't like Vorchans, but their movement and sheer number of shots when massed into a hunting pack (3 ships works very well) meant the end for at least two Destroyers/Transports tonight. Especially if the enemy fleet includes scouts, the initiative will be highly stacked against a Vorlon fleet, meaning that the enemy's larger ships may well have the chance to outmanoeuvre yours.

Because of the way Ancients take damage, a high number of weaker shots is more effective than a smaller number of powerful shots. My Balvarin carrier (a carrier!) took out one destroyer simply by pumping a huge volley of little shots into it. Similarly, the Vorchans did more damage than they might have otherwise by firing lots of shots instead of powerful ones. Even my fighters were putting damage onto the Vorlon ships by sheer weight of dice.

Of course, it never helps when like my poor opponent, you simply can't roll the right numbers on the dice... I felt sorry for him by about turn 3!

In case anyone's interested, the fleets tonight were:

Centauri:
1 Balvarin (6 flights)
1 Centurion
3 Vorchan
2 Maximus
2 Corvan (1 flight each)

Vorlons:
1 Light Cruiser
2 Destroyers
2 Transports

I lost the Centurion and one Corvan - all but one Transport were destroyed.
 
Reaverman said:
Burger said:
Ignore fighters, except maybe Sky Serpents and WS Fighters. Anything else, even a t'bolt, is going to do only 1 or 2 damage per flight.

Yeah Vorlons dont care for fighters, you use fighters to nibble and the odd crit. With most fighters, these fail against vorlons.

Frankly I would be very concerned as a vorlon player for any fighter that has a gun with a range farther than 2. Especially if that fighter is Hull 5 Like the t-bolt or Hull 6 like the new Pakmara fighter. The thing to remember is that t-bolt does 1-3 points of damage per AD that hits. Since you just have to stay outside of range 2 you can place an enormous amount of fighters around the sides and aft of a Vorlon. You can easily get 12 T-Bolts there. 24 dice, Hit with 12 for an avg. of 18 damage AFTER Adaptive. Well, that guarantees you damage past the self repair on the transport and will suck up all of the self repair on a DD. And just think, you haven't even fired a ship yet. Plus the t-bolt is faster than you are unless you APtE. Nope, I don't think I would ignore that.


Dave
 
CheesyRobMan said:
Because of the way Ancients take damage, a high number of weaker shots is more effective than a smaller number of powerful shots. My Balvarin carrier (a carrier!) took out one destroyer simply by pumping a huge volley of little shots into it. Similarly, the Vorchans did more damage than they might have otherwise by firing lots of shots instead of powerful ones. Even my fighters were putting damage onto the Vorlon ships by sheer weight of dice.

Yep. An important point to consider as a Vorlon player: You're going to be outnumbered. If you're not outnumbered, your opponent is just asking for trouble.

Hm... Would you say then, CheesyRobMan, that against opponents who outnumber you, the Vorlons ought to fry the initiative sinks first?

EDIT: Incidently... that saw about Ancients never missing? A bit of humor about that...
"We missed them."
"Tell them it was a warning shot."
 
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