Dilgar 5 point Battle

Poi

Mongoose
Targrath
2 Omelos

Targrath
2 Omelos

Targrath
2 Ochlavita

Targrath
2 Ochlavita

2 Jashakar
4 Thorun wings

Three pentacons and two scouts should ensure most if not all of the enemy fleet moves before me.

Constructive comments?
 
Personally I'd have at least one Tikrit in there for durability, but that's actually pretty good as far as Pentacons go.
 
I thought about a Tikrit, but nipping in with Pentacons, bolters and pulsars blazing, has proven more effective for me than single ships.
 
Not too bad, one thing I'd do though is buy a Targrath instead of one of the Omelos/Ochlavita. If you do the points splits correctly this can be achieved!
 
What about 5 pt Raid?
I struggled with my choice

Rohric
Omelos + 2 Jashakar scouts
Omelos + 2 Jashakar scouts
Omelos + 2 Jashakar scouts
Omelos
Omelos
 
Hammer of Ulric said:
2 scouts should be more than enough for most games.
Needing a CQ check of 9+ to redirect fire... with 2 scouts you are going to fail just under half the time.
Unless they are Vree of course, with 2 Vaarls/Vaarka you will fail to redirect 25% of the time.
 
I've tried that, and got it ahnded tome.

I've been going with:

4 Omelos
4 Ochlavita
2 Jashakar
2 Thorun Wings
 
Actually 4 Tagrath and 3 Jashakar is a very very very nasty raid fleet if used right. Though personally Im somewhat fond of 'sod the scouts give me another Tagrath'. In either case Pentacon the lot of em if your facing a not very maneuverable opponent and just go in for a gigantic alpha strike on his biggest target. NOTHING will survive 60 AD of bolter fire even if you dont CAF :twisted: (well ok maybe a shadow, Vorlon or ancient ship MIGHT (or a very VERY lucky Minbari....) but most targets your plausibly going to face in a raid level game will just go boom in a big way.

Then you can break ships off the pentacon as needed. The important thing with pentacons is that its not the initiative bonus thats the big advantage its the massed firepower (ok so everyone can make 6 ship squadrons now but they suffer even worse for doing so on the initiative side of things (and also tend not to pack the sheer outright forward firepower of Dilgar ships and if your fleet uses boresights you may as well just forget 6 ship squadrons as a 'very bad idea' unless your playing in a BIG game with LOADS of other initiative sinks :P

Simply put, where the Dilgar are concerned, in my eyes rule no.1 is BUY LOTS OF TAGRATHS.

Rule 2. is fire as much as possible as soon as possible, if this means sacrificing initiative sinks ans scouts for a bit more firepower I say do it. Dilgar ships are NOT generally as tough as other races, they need to start scoring kills fast, if you get drawn into a prolonged slugging match or a long range snipe off you WILL lose. Get into bolter range, and let loose with everything. Rinse and repeat.

Its also worth noting that most of the better Dilgar ships (again Tagrath being the no.1 example) are actually prety damn fast and quite manueverable. If you can do it, get on the enemies flanks or even rear (this is fairly common sense for everyone but for the Dilgar a head on approach is usually not the most sensible option, even using scouts and pentacons you will usually be at a disadvantage in terms of initiative sequence if you want to maximise your firepower (and trust me, you do ;)) and in general closing head on your enemies will outrange you except for a few torpedoes and you will take much heavier losses on the approach.

Secondly, scouts are good but aim to CAF where possible, set up a turn in advance so youll be able to make a straight attack run on CAF the following turn. A CAFed pentacon of Dilgar ships is pretty much the most devastating strike in ACTA with the possible exception now of some of the ancients opening up on you!

ps. Pluto is a Kuiper Belt Object, even classifying it as a 'minor planet' is silly imho :P
 
Although CAF with Dilgar is good, and trust me, it is, I'd much rather redirect with the scout ships. Jashakar's only have one weapon system in the front, so if you can redirect with them, its better then CAF, since you still get to turn, and help out other ships.

The problem with running ships in squadron with Dilgar is Overkill. I was running two Omelos and two Jashakar in a squadron. Squadron attacked a slightly damaged Sharlin. First Jashakar (6 dice, DD): 5 hits. 3 crits. 11 and 11 just off the top. Ended up rolling Weapon, Crew, and Vital systems for criticals. 6 on the vitals. 4d6 tripled. 13 damaged, tripled to 39 and 39. Ended up doing something in the range of 60 damage, 70 crew after all was settled.

Suffice it to say, my other three ships didn't get to fire. And yes, a patrol level scout ship destroyed a Sharlin. He was enshirned upon return to the Dilgar Armada.
 
Yes... I have had an experiance with 2 Skirmish level Dilgar ships destroying one Tinashi and taking out all weapons on the other in one round of fireing... This after both Tinashi's had already destroyed 2 of the skirmish ships.

that game was over relativly quick. :wink:
 
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