First fight with the Vree Vs Early EA

High Sierra

Mongoose
5 raid points

I took 2 Xill, 3 Xorr, 4 Varrl and 2 wings of fighters - I still got a niggling feeling this wasnt 5 raid points, but I get easily confused and the EZ player was happy so hey ho.

EA had

2 Artemis
2 Hyperion
a Nova dreadnought and a Raid level carrier (the one without fleet command)
lots of fighters!

I should have made a note of what happened each turn but I forgot so I'll sort of recap what happened.



First off cos of that carrier I'm at a disadvantage on initiative, only by 1 so not a major problem, in the event initiative was pretty even for both sides throughout the battle until the last turn when I really needed to win it and didnt.

deployment was to put the Xill and the fighters in the center of my deployment zone with the xorr to the right and the vaarl to the left. EA deployed with the hyperions and the carrier in their centre and the nova facing my vaarl and the artemis on the other side against my xorr.

first turn there was no shooting cos we werent in range so I trundled most things forward except for the Xorr which I began to angle in towards the centre - I did this because I knew with 2 right angle turns available I could head straight back out with no problems, my intention being to suck the artemis in a bit more so i could get onto their flanks where they were vulnerable, thus protecting my fragile hulls a bit more.

The Vaarl angled outwards to attack get around the nova - I really didnt like the thought of their hull 3 going up against all those guns, even with stealth 5.

turn 2 saw more of the same maneouvering with the exception of me splitting off a Xorr to back up the Xills and the fighters against the Hyperions and the carrier. I wasnt worried about the fighters since I got all that lovely AF stuff on my ships.

Little bit of shooting here - tried to concentrate as much as possible on one ship. Discovered that Vree really lose out against an enemy with interceptors!

Next few turns saw lots more maneouvering - really really like that about Vree fleets, lots of just getting into his side arcs where I'm a bit more protected.

As I expecteds I began to lose ships before the EA - not surprising with those light hulls on the Vree. My fighters perfomed very well and I managed to keep them away from his fighters with some very cagey moves. In the end my opponent stuck his fighters in against the Vaarl because he was having so much trouble beating the Stealth 5 with the Nova. Comedy moment being all 4 of the Vaarl sitting 5 inches of his port side calling him rude names, while he failed the stealth roll for each one.
I also began to take out fighters - damn the Vree are good at this!

In the end however, there were moments when I simply couldnt outmove the EA ships and my fleet began to go down.

The Xill absorbed quite a few shots before finally going which impressed me. The Xorr performed magnificently, coming in off the flank after killing an Artemis to help finish off the hyperions - really like these ships.

however, hull 4 against beam will eventually tell. In the final turn we were down to the carrier which I had ignored, a damaged artemis and a badly damaged nova that kept failing its repair rolls. I had 3 Vaarl left.

After some consideration, I left the field. The stealth was working well, but I didnt fancy trying to take out those 3 ships while being dependent on my opponent failing a stealth roll to keep my ships alive.

conclusions: with only the Xill having weapons shooting over 10 inches, I should have concentrated my firepower a bit more - possibly shifting everything over and going for the Nova first and the Carrier second. (maybe)

Perhaps it might also have helped to take the Torpedo variant of the Xorr and leave them dancing around out on a flank or behind the main fleet lobbing in a torpedo each turn - 30 inch range coupled with the speed and turning ability has got to be good.

Other than that, I'm very impressed with the Vree. they suffer from not having any hull 6 ships in the fleet box set, they do need more Raid and Battle ships (variants or new hulls, doesnt matter which). short range weaponary I can cope with and I love the anti fighter capability on everything.
Not having beam weapons means I'm constantly relying on my opponent to fail his interceptor rolls, necessary evil I suppose.

going through the fleet list, I believe the Vree do need some kind of carrier. I would also love to see a new model for the Command Saucer rather than just have another Xill on the table with little to differentiate it AS a command ship.


Still that was my first experience of the Vree and whilst I lost the battle, I had more fun than I've ever had with the Centauri (Idont know why, I've just never managed to get the Centauri to work)
 
Which rules were you using? Box, Revised, SFoS, Arm?

Surprised to see the Xorr working for you, as I have found it univerally worthless unless I can jump in in the back. That could be a local flavour thing as we tend to eliminate the weak ships first and only at the end do we try to remove the big ships. I guess you could sum up our philosophy as its always better to actually remove AD than just set up AD to be removed later.

Agree on a carrier, the Vree really need something in the mid range to bring some fighters to the party.

Xixx make a great flank unit as they invariably draw ships to focus on them.

Ripple
 
sounds like a good fight (I think you may have had 1 too many Vaarls for 5 pt raid but hardly a massive difference ;)

As far as I can see

Raid point 1 = 1 Xill
Raid point 2 = 1 Xill
Raid point 3 = 2 Xorrs (2 skirmish)
Raid point 4 = 1 Xorr and 2 Wings of Tzyms (1 Skirmish and 2 Patrol)
Raid point 5 = 4 Vaars (4 skirmish, the problem being you only get 3 skirmish for a raid point) :)
 
Locutus your mastery of point splitting is weak! ;)

I took 2 Xill, 3 Xorr, 4 Varrl and 2 wings of fighters

It is legitimately 5 Raid Points:

Point 1: Xill (1 Raid)
Point 2: Xill (1 Raid)
Point 3: Xorr, 2 Tzymm Wings (1 Skirmish, 2 Patrol)
Point 4: Xorr, 2 Vaarl (1 Skirmish, 2 Patrol)
Point 5: Xorr, 2 Vaarl (1 Skirmish, 2 Patrol)

Nice battle report btw High Sierra! Good to see another Vree player on the boards!

Remember kids, a raid point will buy you either:

a) 1 x Raid
OR
b) 2 x Skirmish
OR
c) 1 x Skirmish + 2 x Patrol
 
Ripple,

think we use Sfos, might be armageddon - cant remember.

As for the Xorr, I just used their speed and maneouverability to ensure they were always on the flanks of the Artemis' AND outside of 6" so the they couldnt be shot at.

With the Xill engaging the Hyperions and the Nova on the other side of the table, the Carrier was no real threat.

I sacrificed the first Xorr to die by moving it in across in front of the Hyperions so they boresighted it rather than a Xill, the other 2 I kept out on a flank and they did very well.
2 Xorr shooting at the same ship means you got 12 Super AP twin linked attack dice going each turn plus another 8 super AP anyway - tends to soak up the interceptors and let significant amounts of damage through.

Of course, once my opponent was able to start shooting at the Xorr, they went down quickly - they just cant stand up to any significant punishment for long. The trick is to keep them in the places where they cant be shot at.

I found the same with my Vaarl - Stealth 5 means they can take more risks than you would ever take with a hull 3 ship. Such as the point when I moved in very close to the Nova and he failed all of the stealth rolls - it was a risk, but it was worth it.

There are going to be battles when I get my head handed to me on a plate, the hulls on the Vree coupled with the ranges of the weapons - 10" in most cases means that to get results you got to risk the ships, but with intelligent handling you can survive for a long enough time to seriously hurt your opponent.
 
Cool

I can see where you were able to make them function. Big difference is how much emphasis he put on taking them down. It looks like manuever was working well for you, around here we seem to have reached a point where folks manuevering skills have balanced out and rarely does anyone manage to get into a 'blind' area for more than a turn. Could be we're just too used to each other, we play three or more games every week.

The dice on the Xorr always looked good. Great penatration if they can get there. I prefer the Vaarka for skirmish due to stealth 5 being absolutely infuriating. With the ability to fire from 12 you almost always have at least a 50/50 to be missed, and that is assuming he's hidden a scout away somewhere.

Ripple
 
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