[Fleet list] Shadows

Countzero

Mongoose
Some friends and I discovered this games just as the new edition was about to come out and now after having tried a few low point games, we decided to try out a 6p war. Now I decided to go for shadows and will be playing agains Centauri. I have so far come up with a list that looks somthing like this:

1 Ancient shadow ship
8 Shadow scouts

now for the last 2 points I´m thinking about taking either another Ancient or to go for 2 young shadow ships

Any recommendations would be very welcoming
 
Drop some but not all scouts, and take a couple of Stalkers

and wealcom to the game.

easy to convert tho.

Stalkers001.jpg
 
I'd go with the young ships - the quad damage slicer on the ancient is cool and scary, but is not anywhere near double the firepower - nor does it improve its range.

Equally, double the hitpoints but half the numbers adds up to no net gain*.

Shields are doubled, but self-repair is not.

Two young ships have the edge tactically because you can split them up and send one down each flank for crossfiring slicery goodness.

The big suggestion I'd make is pairing some or all of the scouts up to stalkers (max of 4). A shadow scout does 4 things

1) Initiative sink - but you don't need to line up boresight weapons, so this isn't critical

2) Accurate weapon weapon - but wasting a phasing pulse cannon on centauri fighters (whose antiship weapons are pitiful) is borderline criminal

3) Stealth breaker - but there's only one possible stealthed target worth worrying about - the Dargan-class strike cruiser, and you have an innate stealth bonus anyway. His own scouts are low priority for the same reason as neither twin-linked ion cannons nor beam battle lasers benefit.

4) Reroll generation - which doesn't work for any weapon except the scout's own guns!

One pair of scouts might be nice, to go hunting for liatis or dargans if they do show up, and to give a shot at the magic initiative reroll. No more than that, really.

That works out at

1 Ancient Shadow Ship
2 Young Shadow Ships
3 Shadow Stalkers
2 Shadow Scouts



* In a one-off game. In a campaign, where any surviving shadow ship self repairs at no cost, the big boys rock.....
 
locarno24 said:
2) Accurate weapon weapon - but wasting a phasing pulse cannon on centauri fighters (whose antiship weapons are pitiful) is borderline criminal
Unless he has Rutarians... ;)
And even wings of Sentri can be nasty against Shadows, who have virtually no other fighter defences.
 
so far I just wanna say thanks for the input, it´s nice to hear what other shadow player´s think, now I have another question, seeming as our fighters are... well of a questionable quality, I was thinking about using them as interceptors on the shadow ships that they come with, unless she again fields a low AF armada any thought son thsi one?
 
Your fighters will most likely be made into dogmeat by the Centauri's fighters in roughly 3 seconds. Try to put them in the F arc of your scouts, so that after the centauri win the inevitable dogfight, you can shoot down his fighters with your scouts.

If he doesn't have fighters or in the amazingly unlikely event that you have more than him, then go ahead and use them as interceptros, or attack his ships with them.
 
Burger said:
Your fighters will most likely be made into dogmeat by the Centauri's fighters in roughly 3 seconds. Try to put them in the F arc of your scouts, so that after the centauri win the inevitable dogfight, you can shoot down his fighters with your scouts.
IIRC You cant fire at fighters that have been involved in a dogfight so that won't work. :D
 
DOH!

In that case my suggested use for the Shadow fighters is, leave them unlaunched. That way you don't give away VPs for losing them. Especially in a War level scenario, where each one is worth half a scout in terms of VPs!!!
 
Keep em in their bays and only launch them if and when you have eliminated all (or at least NEARLY all centauri fighters on the table, the only way you're EVER going to win a dogfight vs them is with a HUGE numerical advantage). If you somehow manage to gain total space superiority your fighters can then and only then potentially actually be of some use (use them to attack things like Vorchans that have huge blind spots, relatively short range (and thus have to move within strike range of your fighters to attack your ships) and no antifighter defences of their own.
 
Another option would be that once the enemy fighters have moved forward, throw your fighters behind the enemy lines using the dispersal tube. If the enemy fighters move back to intercept, you have at least kept them away from your ships for a good few turns. If they don't move back to defend, you can go ship-killing with them.
 
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