CENTAURI HUNTING PACK: BROKEN?!

Indeed, and the same goes for every other weak race in the Galaxy.

Maybe the Minbari should just ally themselves with the Shadows? Quick win for chaos methinks?! :twisted:
 
Chandler said:
Shooosh! That wasn't me!

If Digger is playing as a Narn then he could be on either side??

And in which case he better hope he's on my side or my Tinashi's will do to his fleet what they did to your Shadows on Sunday Charles! 8)

I thought you did not want me to bring that up :wink:

not sure why you thought getting 24 hits and 12 criticals from a 8 dice beam is important!- oh wait was that my Young Ship melting............coupled with charging into asteroids at speed 15 and never crashing ................... :roll:

of course the convoy duty was a different story was it not....................? :D

if only I had a centauri hunting pack :wink:
 
Hah!

'My good dear friend!' the Centauri dogs obviously tipped off the shadows that they would be attacked!

If it was not for that betrayal the Mibari Federation would have annihilated your pitiful convoy! 8)

Yes maybe with a hunting pack I would not have survived for four turns, though stealth is a wonderful thing!
 
Chandler said:
Hah!

'My good dear friend!' the Centauri dogs obviously tipped off the shadows that they would be attacked!

If it was not for that betrayal the Mibari Federation would have annihilated your pitiful convoy! 8)

instead of being slaughtered to a man.............. :D
 
It was an awfully powerful Shadow Ship to lose in the first turn wasn't it... :D

I thought though that you were extremely restrained!
 
very very restrained for me - although to be fair my swords were upstairs :lol:

look forward to hearing the reports of the tourney and if the Hunting Pack appears..................
 
Well surely any Centauri player who has anything squadroned that can be called a Hunting Pack will use the rule? It's gotta pop up sometime.
 
I think the hunting pack won't appear very often due to the 8 ship limit. If it does appear, the ship limit will severely limit the amount of brokenness it brings to the games. So this event will not be a good testing ground for the hunting pack rule.
 
Burger said:
I think the hunting pack won't appear very often due to the 8 ship limit. If it does appear, the ship limit will severely limit the amount of brokenness it brings to the games. So this event will not be a good testing ground for the hunting pack rule.

Again QFT.

Remove the ship limit, and they'd swarm all over it.

With the 8 ship limit, you could still throw in some big powerhouses and a 6-ship alpha team to go with. What's the FAP limit?
 
Alexb83 said:
Burger said:
I think the hunting pack won't appear very often due to the 8 ship limit. If it does appear, the ship limit will severely limit the amount of brokenness it brings to the games. So this event will not be a good testing ground for the hunting pack rule.

Again QFT.

Remove the ship limit, and they'd swarm all over it.

With the 8 ship limit, you could still throw in some big powerhouses and a 6-ship alpha team to go with. What's the FAP limit?

5 pt battle

the Octurion is one of the few about average / below average Centauri ships so you really want to go battle level I think

but yeah the 8 ship limit reduces the problem largely
 
msprange said:
Burger said:
You can include a long range ship such as an Elutarian which negates the drawback of having to have one pack member "up close" in danger.

And which ship is the enemy fleet going to be targeting? :) If the Elutarian was a tank, this would be a definite issue. As it stands, it only really has Hull 6 in its favour (and think about what longer ranged weapons tend to do against Hull 6). Its Damage is fairly average for Raid level, and there are no active defences beyond Anti-Fighter, which is a non-starter in this part of the game anyway. Remember, as well, that destruction is not necessarily required, as a range of criticals will put paid to the Pack's alpha strike, and a well placed Scout may cause the Elutarian pain (in more ways than one. . .).

Seriously, guys, _try_ it. If you get clobbered by a Pack in your first game (and you probably will, new rules have a habit of doing that), go back to your fleet list and turn the odds back into your favour.

Matt,

That's what Close Blast Doors is for. The Elutarian only has to survive long enought for the squadron to blow up the war level hull of their choice. At that point as a Centauri player, I am already up a substantial number of victory points. Heck, if the range worked out correctly, I might just be able to blow up a Drakh Amu Mothership with all the crits I will do on average.


Dave
 
msprange said:
Unless, of course, you think the Centauri somehow don't deserve it (which I would not agree with).

I get the feeling from a lot of comments here that the Centauri apprarently don't need anything because they are strong enough anyway. I don't agree that should be a justification, but it is my impression anyway.

Cheers, Gary
 
Davesaint said:
That's what Close Blast Doors is for. The Elutarian only has to survive long enought for the squadron to blow up the war level hull of their choice. At that point as a Centauri player, I am already up a substantial number of victory points. Heck, if the range worked out correctly, I might just be able to blow up a Drakh Amu Mothership with all the crits I will do on average.
Dave

Poppycock, I say to you Sir!

Seriously, I have to say you are in knee-jerk mode now. Still, let's have some honest-to-goodness maths applied to the subject.

Let's take a Hunting Pack against a typical War level ship - and we'll completely ignore what the rest of each fleet is doing. Unrealistic, but we'll ignore it.

So, an Elutarian and four Demos go up against a Warlock. This is the combo you are all worried about, right?

The Centauri win the initiative - and why not? We'll ignore the fact that the Warlock alone means the EA have a better initiative bonus.

Six Ballistic Torpedoes go flying across the table to strike the Warlock. On pure averages, 3 will guide accurately to cause 6 points of Damage and 1 critical (which will have double damage).

This is quickly followed by 24 Light Ballistic Torpedoes from the Demos. On average, 12 will hit, causing 4 criticals (which will be single damage).

The Warlock is now down to 57 points of damage after this annihilating attack, and has to contend with a total of 5 criticals.

Only it won't.

Because we have not taken the Interceptors into account. That damage and those criticals will be nicely curtailed.

You _could_ get a 6,6 several times over with this attack but, realistically, the Warlock is going to come out of this attack travelling a bit slower, with less crew and with the odd weapon offline.

And if the Elutarian is CBDing, why not the Warlock as well? After all, the target will be obvious, won't it? This is the point you are making?

We have also not factored in larger Interceptor arrays, Adaptive Armour, Stealth (which will neatly side-step the entire Pack), escorting fighters, and a few kitchen sinks.

Seriously guys, this is one of those things that looks far worse on paper than it really is!

Now, 'nuff said. I won't be debating this one any more until someone damn well gets some miniatures on the table and rolls some dice :)
 
msprange said:
Now, 'nuff said. I won't be debating this one any more until someone damn well gets some miniatures on the table and rolls some dice :)

Actually, that is rubbish, as I love discussing games :)
 
Burger said:
What use is a tube of one-shot energy mines when your G'Quan has already been destroyed in the first turn by an Elutarian and 5 Demos's?

I love how everyone assumes the Centauri will always get initiative. Sorry, that is a falacy, and with 6-ship squadrons not a very realistic one IMO.

Cheers, Gary
 
I just dont think theres need nor resaon for it, dunno maybe just allowing centauri to field squadrons of 6 would have been enough.
 
Choosing the Z'Takk as a target as I'm taking one, and a hunting pack of "equal size" (two battle FAPs) of an Elutarian and five Vorchans:

The Elutarian's torpedoes get intercepted by Tzymms on this duty.

Then the Vorchans fire all of their guns (useing the range bonus and the speed of the Vorchan, all guns should be able to get in range in the same turn, even if they have to all power to engines to do it). Assuming the interceptors are depleted and only stop on 6s now.

The ion cannon have 40 shots, which against hull 6 with interceptors (after criticals and bulkheads) should do about 21 damage.

The plasma accelerators have 20 shots, which against hull 6 with interceptors (after criticals and bulkheads) should do about 17 damage.

This amount of damage is about typical - 50-60% of a war PL hull, although it must be said, they can successfully alpha strike a battle PL hull more often than not, particularly if they only use this tactic against foes with a good target to face (especially anything with hull 5).
 
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