for those that thinks gaim is broken

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This arguament is in general something we are making sure to look at thoroughly. Gaim need to be both able to win and lose against every fleet in the book - emines are generally too good against ships/fighters with Dodge but low AD attacks (e.g. Klikkitaks) and emines are very poor vs GEG. The saving grace for Gaim vs. GEG is that the Klikkitaks have Precise, making them much more likely to be successful.

Either way, we will be doing some serious playtesting.
 
Triggy said:
This arguament is in general something we are making sure to look at thoroughly. Gaim need to be both able to win and lose against every fleet in the book - emines are generally too good against ships/fighters with Dodge but low AD attacks (e.g. Klikkitaks) and emines are very poor vs GEG. The saving grace for Gaim vs. GEG is that the Klikkitaks have Precise, making them much more likely to be successful.

Either way, we will be doing some serious playtesting.

They are precise but they still need a lucky hit to an important system to do much and odds are you will need a lot of fighters to get that hit unless the drakh oblige and run through your auxilliaries.

The BPs are more dangerous than the suicide fighters. Other than the Amu, drakh ships have shockingly small troop loadouts. A couple of BPs hitting nearly any ship and it is over. You need a lot of kilik-*cough*- whatevers hitting the big drakh ships for them to give a hoot. For the drakh, that troop-carrier is the scariest ship in the Gaim fleet, followed by the battle-level queen (it can at least scratch the paint).

Tzarevitch
 
hiffano said:
I played against Gaim with a drakh fleet at the Earth Centauri weekend. I lost quite heavily, in fact the scenario was a looser from turn 1. That said, I was able to take out 2 of his ships, and would "probably" have taken out 2 more on the next turn. However it was a mothership doing the damage, the rest of my fleet was already boarded by numerous marines.

the mines of the Gaim are pretty worthless against a lot of Drakh ships, but the drakh lack of fighters is a major weakness when facing swarms of crewed missiles and breaching pods. The mothership will probably be fine as its 24 troops keep it safe from all but the most concentrated boarding efforts, but it isn't a ship that sees much action!

I was just wondering how you got hit with that many of them? Was it the scenario or the set up condition? Gaim BPs are the same speed as the slowest of the drakh non-carriers and the klik-whatevers are only speed 10 vs. drakh speed 8 cruisers.

Tzarevitch
 
Davesaint said:
The Carrier gives you 2 battle points worth of ships for 1 battle point worth of cost. I still don't get why the Battle level crusier gets a huge hanger as well. At 5 Raid, a Carrier, the Battle level crusier, and 2 additional HR to go with the 2 LR and 3 additional HR you can carry in the hangers is pretty rough.


Dave

the carrier is not worth a battle level ship though, only about raid level tops as it has low hull and few weapons.
 
But the carrier contains 4 Huge Hangers = 1 Battle point of Raiders in the bays. The carrier is just gravy.
 
At 5 Raid, you have it right, Animus. However, at 5 Battle where you just double your fleet, the Carrier can be a serious VP liability if you're stupid, get overaggressive, or someone else has the ability to come out of Hyperspace to get you.

But that's why you have the Amu, which you can get for 4 Battle points.

At 10 Raid, where you can't buy up to the Amu? You need to be very careful with that Ma'cu.

Worth noting: the one ad thing about a Carrier's Worth of Raiders versus a Carrier and its Raiders is that the Carrier's Worth of Raiders can squadron up to form an 8-die beam salvo, the Raiders from a Carrier can't. Not usually a factor, but can be, sometimes, in heavy point-defense fire environments (such as Centauri, Abbai, Vree, or Narn).

FWIW: Davesaint has just posted one flavor of my current favorite Drakh 5-Raid fleet. Pity it isn't tournament-legal as it has two Huge Hangars ships in it (remember, the Ria'vash is Huge Hangars 1). The other is swapping in for the CL instead of the two extra Raiders -- I do this if I think there is a significant auxilliary craft threat present (Rutarians, Thorun Torpedobombers, Firebolt, Sky Serpent, Tzymm, Breaching Pods) and/or powerful Emines (at 5-Raid, this is mostly Pak'ma'ra) at the event. I don't factor in the Gaim into this equation; it's pointless.
 
CZuschlag said:
Worth noting: the one ad thing about a Carrier's Worth of Raiders versus a Carrier and its Raiders is that the Carrier's Worth of Raiders can squadron up to form an 8-die beam salvo, the Raiders from a Carrier can't.
Yes they can, this was rulesmastered a long time ago. No reason to see it has changed for 2e...

CZuschlag said:
Pity it isn't tournament-legal as it has two Huge Hangars ships in it (remember, the Ria'vash is Huge Hangars 1).
Huh? Tournaments only allow one ship with HH? Or was this a rule specific to that one tourney?
 
Specifically stated in the prototype tourney ruleset that was used in the Cincinnati, OH, USA tournament approximately one month ago. Mongoose Steele intimated at that point that it would be the template for future tournaments, and the 1 HH ship restriction was noted; I asked about it specifically. Thread on the subject, along with the said intimation, is here.

On the squadron, I thought it was specifically ruled that they could not. My understanding is that they are all individual ships (they did not start the game as a squadron, as they are all inside the hangar). Perhaps I am in error.
 
Ah yeah its in the pack: so it would only apply to tournaments that use that pack or ones based on it.

I'm pretty sure Matt said that as long as you declare your raiders to be squadroned at the start of the game, you can launch them and they will come out squadroned. As long as you don't go outside 6" of course. So make sure to launch the entire squadron before pelting away. Unfortunately the thread seems to have been deleted in the Great Forum Purge.
 
Davesaint wrote:
At 5 Raid, a Carrier, the Battle level crusier, and 2 additional HR to go with the 2 LR and 3 additional HR you can carry in the hangers is pretty rough.

The quick choices are the CA and the CV. From there, it's either one of:

1). CL
2). H. Raider, H. Raider

As to your 5 ships in the hangar, it's one of:

1). 3 H. Raider, 2 L. Raider
2). 3 L. Raider, 2 H. Raider

#1 tends to go with #1, #2 can go with either second option.
 
katadder said:
Davesaint said:
The Carrier gives you 2 battle points worth of ships for 1 battle point worth of cost. I still don't get why the Battle level crusier gets a huge hanger as well. At 5 Raid, a Carrier, the Battle level crusier, and 2 additional HR to go with the 2 LR and 3 additional HR you can carry in the hangers is pretty rough.


Dave

the carrier is not worth a battle level ship though, only about raid level tops as it has low hull and few weapons.


As stated in the Huge Hanger thread, where the carrier shines is in lower PL games, especially in skirmish level games where the opponent will have a hard time killing it due to it's GEG and it's sheer size. If you concentrate fire on the carrier, the raiders will kill you. If you concentrate on the raiders, the carrier will tear you apart piece by piece. While it only has a 2 die beam, it is DD and precise.


Dave
 
Burger said:
I'm pretty sure Matt said that as long as you declare your raiders to be squadroned at the start of the game, you can launch them and they will come out squadroned. As long as you don't go outside 6" of course. So make sure to launch the entire squadron before pelting away. Unfortunately the thread seems to have been deleted in the Great Forum Purge.

yep am sure he ruled that too. in fact in the earth centauri war weekend my mothership was launching its cruiser and 2 light cruisers as a sqaudron.
 
katadder said:
Burger said:
I'm pretty sure Matt said that as long as you declare your raiders to be squadroned at the start of the game, you can launch them and they will come out squadroned. As long as you don't go outside 6" of course. So make sure to launch the entire squadron before pelting away. Unfortunately the thread seems to have been deleted in the Great Forum Purge.

yep am sure he ruled that too. in fact in the earth centauri war weekend my mothership was launching its cruiser and 2 light cruisers as a sqaudron.

I didn't know htis and all my ships flew as individual ships, poot!
 
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