Drazi Tactics for campaigns and battles

Black Dragon

Mongoose
I play an all Drazi race and I'm finding it hard to win Battles with min. casualties. I realize with the way the race is setup I'm suppose to but I'm looking for new ideas
 
i don't know much about the drazi, but my understanding is they rely on superior numbers and manuverability to out manuver their oponent. I'd say the best thing you could do is just try to keep your ships out of the line of fire. or at the very least keep your valuble ships out of the line of fire. the manuver to shield them SA might be worth a look.

i've only seen the darzi in action once, in a combined leage fleet with the vree. That seemed to work well, as the vree ships with their super manuverability at half speed, made good initiative sinks for the drazi's bore-sighe heavy ships. That game the drazi player basicly just hung back for the first turn letting me close in, and then flew everything he had straight at my VCD (i had just fired the lightning cannon, because i couldn't resist the "big button"). I believe the league player won that game, but the vree and their AF weaponry was more the cause of that than the drazi (though my VCD might disagree).

as far as straight drazi tactics go, i'd say try to find a balance between lots of small ships for init sinks and a few big ships for firepower. If possible split your FAPs since they give a comparative advantage fore multi-level fleets, and the extera muners are always good, but don't be afraid to take a bib heavy hitter and put some real beam damage down your enemy's throat, just make sure you don't leave a big ship like that all alone with the enemy.
 
The power of the Drazi come in the Skirmish level with access to many ships at that level and even some decent ships at patrol with the sunhawk and its multiple varients and you got the warbird with its varients. The Stormfalcon is also pretty nice. The best thing to do is to make sure you have plenty of initative sinks for your boresight ships and there will be turns where you wont be able to get a few boresights and your going to have to think a turn ahead. Luckily with most of your ships at 2/45 deg turns means you can get back into boresights fairly quick.

I suggest running some Vree scouts with a mix of warbirds and stormfalcons for some nice rerolls on your boresights.
 
He is playing an all drazi force so no league allies.

Your choices for providing initiative sinks is limited. I cannot recommend against the Sunhawk enough as it primarily gives your opponents fighters something to do. The guardhawk might be worth considering, if you can keep it near your own fighters when they lose a dogfight all those anti-fighter AD might get a shot. The new Eyehawk from S&P might be patrol...not sure, but it would be a decent choice of a set of bad options.

Skirmish is a tough set of choices. This is where your best initiative sink lives in the Darkhawk. Again this is a real paper tiger, if any ship with a beam or even a few dice of long range double/triple damage gets a look at you your dead. The jumphawk is a great buy, take one, as initiative is very important. And of course the reason this is all so painful is that this is your bread and butter the Warbird/Strikehawk combo is here and frankly better than either of the above choices for survivability.

Solarhawk...kinda a lonely ship here...but the most likely reason your Darkhawk survived a turn.

Stormfalcon is a decent attack ship but too hampered by the boresight, consider instead, at least for your first battle choice a Nightfalcon. The ships is less boresight dependent, has a command rating, is relatively large and carries enough fighters to scare a number of smaller ships. Start with the star snakes launched and make full use of the catapult to put the Sky Serpents forward and directly into escort by your more expendable snakes. Remember if the snakes go down in the dogfight, use the serpents to kill the offending fighters.

Depending on the level you are fighting at tactics vary. Lets look at a 5 battle fleet.

1 point - Nightfalcon
1 point - Solarhawk, Darkhawk x2
1 point - Solarhawk, Darkhawk x2
1 point - Solarhawk, Strikehawk x2
1 point - Solarhawk, Warbird x2 (replace with eyehawks if in use)

Theory here is that you have all good targets (not really the Warbird/Strikehawks but you get the idea.) With that many Solarhawks on the table your opponent will be hard pressed to kill them all. But he will kill them, try not be rattled by this. You have not given up a single skirmish choice to have them and the combined power of that beam squad should make a mess of whatever it wants.

Use the Nightfalcon as your first sink, moving forward catapulting the serpents out front. Follow with the Darkhawks on Close Blast Doors, then the scouts if you can find a spot that is inside 24 but not in primary weapons range of the enemy (not easy). Bring in the Strikehawks as a squadron (or paired with a Warbird each if no scouts.) Only then move in the Solarhawks.

If you have won initiative, you should have deployed the Solarhawks on a flank, I recommend one flank as you don't have the range/speed to guarantee you won't be engaged piecemeal if you try for two. Darkhawks form the middle with a close in flank opposite the Solarhawk one for the Strikes/warbirds.

Try to cover your fighters with the Nightfalcons twin link on the second turn when dogfights are most likely, you will still likely lose them but at least it should be costly. Also realize you won't have enough dogfighters for true escorting, so place your three dogfighters to occupy as much space as possible around your bombers. You can protect them better this way than being drawn off by the first flight to come by. If you can get even three of those 8 AD roman candles in on a ship you should do well.

If you can make use of hyperspace jump ins for the solarhawks. Make him work around to get the shot and eviserate anything that doesn't. (I shouldn't use words I can't spell but I'm tired.)

The Darkhawk bombardment should be able to penatrate even an interceptor guarded target and fish for the good crits. In this case there are really only two good results, speed zero or no fire. No fire is of course just generically good, but all stop lets you charge forward and board...all your ships carry good amounts of troops, take every oppurtunity to use them. Even your darkhawks, if your already in heavy weapons range just charge as your dead men anyway...least this way the marines will live on the enemy's ship a while longer than you will.

In all cases you should take your shot and all power through the enemy when you can with this fleet.

Anyway its one fleet....one possible strategy, different from the tourney styles which were mired in the Warbid/Strikehawk mold from when we weren't allowed variants.

Ripple
 
The new Eyehawk from S&P might be patrol...not sure, but it would be a decent choice of a set of bad options.

I have actually found it invaluable to reroll the solar cannon hits that you manage to line up.

Like its big Solar brother it is going to die very quickly though.
 
Strikehawks are great, take lots of them. Don't forget to launch the Sky Serpents (or start the game with them deployed), although watch out for overkilling tagets with them, they die easily to ship explosions!

Initiative sinks are essential for Drazi. Since your fleet is entirely boresighted, if you have to move first then you lose firepower. So, make sure you have some ships such as Darkhawk and Eyehawk to use as such. A Jumphawk or 2 might be useful for the Command bonus. Or, if you have a ship which can't possibly turn around far enough to get lined up this turn, use it as an initiative sink.

Plan for the fact that you'll need to turn around after your initial charge. Don't just charge head-on... send half your fleet round each side. Then to turn around for another pass, you'll only need to turn 90 degrees instead of 180.

Planets gravity wells allow you to CAF your boresighted weapons; use them if you can.
 
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