[Fleet list] Shadows

locarno24 said:
Equally, double the hitpoints but half the numbers adds up to no net gain*.

* In a one-off game. In a campaign, where any surviving shadow ship self repairs at no cost, the big boys rock.....
Just a quick note to try and address this common misconception.

Even though two ships may have the same number of hit points, this doesn't make them as good. The big downside is that once you have taken off half of the damage points on the Ancient Ship it's still at a reasonable level of function (potentially fully functional). However with two Young Ships, you've just lost half of your firepower at a stroke. I know there are benefits to having two ships but I just wanted to point out that if two ships have a total of more firepower and more hit points than a bigger ship, they're still not necessarily better!
 
Burger said:
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.

Sort of the depends on the scenario / the terrain I would think - if you are in range of your Youngsters beam on turn 1 you probably want to be using that rather than firing 2 fighters in a vain hope to do something with them? Maybe the Ancient could fire its 6 fighters, but again you are not firing a Quad damage beam..................have to make sure they are worth it. :)
 
If it helps I would go with something like

Adira (1+2)
Liati x2 (for that dodge against the beams) (3)
Primus, Balvarian, 2 Demos (4)
4 Sullust (5)
more Demos and Corvans (6)

or similar - others would differ ? :)
 
I wouldn't use more than 2 scouts cause of their weapon range.
The stalker is quite weak in damage points and is easily pinned so your main force should be young shadow ships.
The old guy is scary but not as efficient as 2 young ones.
(in campaign you might use the old just to keep him alive instead of risking to loose one of your 2 young one but this is campaign style)

Here you should have 3 or 4 young shadow ships, 2 scouts + 1 stalker,
(if there is any "cloud" stellar debris it's your friend for scouts :D )
and the remaining point(s) in stalkers to avoid moving too quickly your big ships (but they should really be the second line of offense)

All the fighters to be kept in hyperspace waiting for the right time to enter
(punishing his scout, finishing a nearly dead ship or counter other fighters; in this last case do not hope to win dogfights it's only to "gain" some time while enemy fighters have to dogfight.
 
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