Breeching Pods

they usually are too slow to make it there and some races like narn and EA can repel them with relativ ease
 
I find the Launch Breaching Pods and Assault Shuttles! Special Action a lot more useful. Although the target for the action needs to be stationary that turn. Breaching pods are just too slow, and too easily targeted (even the stealthed Minbari one), afterburners might be a good addition.

Remember though, Troop scores are halved when a ship is reduced to a Skeleton Crew.

Hopefully Breaching Pods will be being looked at in 2e.
 
Breaching Pods CAN be deadly to certain races like ISA if used cunningly. Of course generally they tend to just get shot down by Nials or WS just run away from them but they CAN be used as quite effective detterents or bait still....
 
Locutus9956 said:
Breaching Pods CAN be deadly to certain races like ISA if used cunningly. Of course generally they tend to just get shot down by Nials or WS just run away from them but they CAN be used as quite effective detterents or bait still....


How? (peeks interest)
 
some ships have a very small crew.
and unlike launching shuttles, breaching pods attack first before defending troops can fire back. if you can hit a ship with only 1 troops with 2 or more pods, odds are good you can take it out of the fight.

Getting to the target is a serious problem though.

breaching pods are aux craft, and typically move only 6 inches.
so when launched, they just sit by the base of your ship, and unless you're nearly in base contact with the enemy, have to move before they board the enemy ship - which would have to happen the following turn, because the launching of the aux craft counts as the aux craft's move that turn.
Next turn, ships move first, and unless it has a very short move, or is restricted in its ablity to turn (either tactically or through damage) you likely won't ever get into base contact.

Thus is the conundrum with taking advantage of breaching pods.

Chern
 
Can't you simply launch the pods into the enemy ship if you're within 3' of it? I use that trick to get Auroras from my Avenger into dogfights when I loose initiative.

SERGE
 
IIRC under the most current rules (armageddon) aux craft aren't placed at 3", they're placed touching the base of the launching ship. Personally, I prefer 3"...


Chern
 
pwrserge said:
Can't you simply launch the pods into the enemy ship if you're within 3' of it? I use that trick to get Auroras from my Avenger into dogfights when I loose initiative.

SERGE

I don't see many ships naturally carrying breach pods but a few ships do, like that one EA Troop Transport in S&P had 2 breach pods that it carried.
 
Well the Drakh are the only fleet that should regularly use breaching pods. They are free, and since you pay for them when you buy your ships you might as well use them. I can't see a situation in which I would buy pods over actual ships or fighters.

SERGE
 
I've thought about using Minbari breaching pods in place of wings of Nials. Can you use them to escort a capital ship? Shooting at them with Minbari min-beams when the dogfight is over? Haven't actually done it as it seems a bit naff (<--is that the correct use of this term?).
 
Never tried to use them but thats to do with mainly playing Centauri & ours completely suck, not even hull 6. Guess we don't board people & thats why we have Battle lasers :lol: .
 
Target said:
Never tried to use them but thats to do with mainly playing Centauri & ours completely suck, not even hull 6. Guess we don't board people & thats why we have Battle lasers :lol: .

Just off of stereotypical assumption, I would assume those brutal slave lords would have the most durable breaching pods, to secure prisoners/slaves.
 
Nah the Centauri are far too decadent and delicate for that, the Narn & Drazi on the other hand would prob be well up for it :lol:

Help Im covered in Narns!!!
 
I've managed 2 breaching bod attacks... but I had to use the "Launch breaching pods and shuttles" special action. And only once did it result in me capturing the ship. :cry:
 
In my group, we're toying with the idea of giving Breaching Pods 5 troops per pod squadron, rather than the usual 1. (might reduce to 3, need to fiddle with it more.) The problem is that with all of their disadvantages, when they finally DO get to their target, only giving ONE extra troop is kinda 'meh'. Increasing their troop capacity would make them a little more viable as a selection.

Darilian
 
Darilian said:
In my group, we're toying with the idea of giving Breaching Pods 5 troops per pod squadron, rather than the usual 1. (might reduce to 3, need to fiddle with it more.) The problem is that with all of their disadvantages, when they finally DO get to their target, only giving ONE extra troop is kinda 'meh'. Increasing their troop capacity would make them a little more viable as a selection.

Darilian

Well from the stats of the Tantalus Assault Cruiser it states that it carries 4 battalions, and that the ship has 12 marines, so by deduction I would assume 3 marines is a full battalion, so from a fluffy point of view 3 might be to much, fluff-wise, stat-wise who knows, maybe breach-pod marines should get a bonus for being elite or at least being experts in hijacking a ship.
 
Back
Top