couple of questions

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H

Cosmic Mongoose
so then, i um, well kinda deleted my acta rules when I re-installed windows. . . I do have them on my pendrive... which i haven't seen for 3 months.. sooo...

EA Missile varients, some were pretty self explanatory, but can anyone remind me the effects of HARM and Antifighter missiles.... yes I know AF missiles sounds self explanatory, but do they work on Whitestars.. . . .

and secondly... why in the blue hell would I take a Nemesis (which actually I really want to do) over 2 warlocks (assuming I have enough FAP for 2 warlock allies of course) I would say over 2 shadow omegas, but they suck...

and in case you were wondering, 7-10 points FAP WAR at weekend, Psi corps and shadows, versus isa and boneheads, 7-10 war each. was definately 10, but we are worried that wouldn't leave enough room for the cheesestar fleet.
 
AF missiles only work against fighters.

The Nemesis isn't a particularly great Armageddon level ship. It is getting a boost in P&P though.
 
hiffano said:
why in the blue hell would I take a Nemesis (which actually I really want to do) over 2 warlocks
You know by now that that question can be asked about almost any ship. Why would you take a Sharlin over 2 Tinashi? A WS Gunship over 2 WS? A G'Vrahn over 2 G'Quan (haha that one is a trick). :lol:
 
I'd take a Adira over 2 Octurion
:wink:

Demos/ Maximus / Vorchan over 2 Kutai

at 5pt raid i usually have a battle level ship - usually a Liati true but sometimes a Primus

I'D take a young Shadow over 2 old ed Stalkers not sure about the new one..............

:D
 
I know that argument Burger, but the difference between 2 warlocks and a nemesis is more pronounced than a lot of others.

ok, AF missiles are out then, HARM missiles? what do they do?
I can see me getting totally and utterly crushed by the whitestars, but then hey, I'm used to that lol.

the nemesis upgrade is the shieds isn't it, is that all it is? we intend playing as much of the "upgrades" as possible. so HET for the whitestars, their silly energy rule, his abbai allies can lay mines and boost shields etc.

i suppose i could usxe the silly fusion missiles for an early strike at either the minbari or whitestars, but I won't like it lol
 
Harm missiles:

Intended for use against the Minbari but passing through the development phase far too slowly to infl uence that war, the HARM missile specifi cally targets enemy sensor systems, rendering them temporarily blind with a burst of electromagnetic interference.
If a HARM missile successfully hits a target, it will deal no damage. Instead, it forces the enemy crew to make a Crew Quality check. If they score 9 or less, they fail to overcome the effect of the electromagnetic burst from the missile. This ship will count every target it attacks as having Stealth 3+ until the end of the next turn. The effects of multiple HARM attacks on a single ship are not cumulative.

Range Special In Service
15 Super AP 2248+

Nemesis gets shields 20/2d6
 
cheers greg, the shields should be a big help for the whole round they last agains the sharlin beams lol. the Harm missile is interesting, I may give it a go, 50-50 stealth over 20"... mmmmm
 
might be an idea to think about the silly nuclear missiles, given the TD and low crew/damage value of white stars, plus as its an e-mine you'll ignore their dodge. Might be able to take a good few out at the start before they can do any damage (expecially as he won't be expecting e-mines and so won't deploy accordingly (unless he's also reading this forum entry)).
 
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