Help against Vree Skirmish

katadder said:
they cannot match Vree TD precise missiles though ;) and you know all of them would be pointed at your admirals ship.
Lucky helps. You could also try the Admiral trait where you can force the enemy to redirect fire at an adjacent ship instead. Worth a try anyway.
 
Lord David the Denied said:
Three Vorchans, two Maximi. Drive in fast, pummel one ship at a time and use the Maximus' Guardian Array rule to shield your gunships from his return fire. Low hull numbers means the Vree are well vulnerable to your ion cannons.

Alternatively, use five Demos for that cheesey-swarm-fleet-bastard feel. Hammer one or two ships with your torps, close your blast doors and sail into the storm of anti-matter fire, safe behind your interceptors and saves. Unleash ion cannon hell on turn 2. Say a prayer for the souls of the vanquished Vree on turn 3. :wink:

I disagree on the Maximus/Vorchan grouping. The defense is a good thing but the Maximus is too slow. It cuts the vorchans to nearly half speed and makes it much easier for a vree to get out of their foreward arc.

Honestly, Vree are a difficult fight for Centauri in low level games. The Vree can be as fast as Centauri at that level and most skirmish level centauri have weapons in only a single arc whereas Vree don't care about arc. I think the Demos is a better choice than the Vorchan for this fight too as at least it adds a bit more range and doesn't have to get in arc that often. I am not sure short-ranged Vorchans can keep a determined vree in range AND arc for long. They absolutely can't do it with a Maximus slogging along behind them.

The maximus has nice qualities but it is really an escort for bigger, slower ships like a primus. Fast attack vessels like the Vorchan need to fast attack. They live and die that way. Anything that slows them down is bad.

Tzarevitch
 
A Centauri fleet could just swamp the board with 18 Havens with an admiral and hope not too many are taken down before they can do their job.
 
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