how are the Drakh?

BADGERCLAW

Mongoose
I play the ISA for sometime now and would like to play some one new.

the Drakh had court my eye so i have some Q would like some A.

1. how do Huge Hangers work?

2.the shadow's anti Stealth technology how dis that work?

and what ships work and what ships don't?

thanks
BC 8)
 
Huge hangars can carry raiders and scouts (and bigger ships in second edition).

In 1st edition the Drakh get +1 to beat stealth.
 
Greg Smith said:
Huge hangars can carry raiders and scouts (and bigger ships in second edition).

In 1st edition the Drakh get +1 to beat stealth.

Hi,
so I'd guess they don;t get it in V2.

Any other changes.

Gazza
 
big-gazza said:
Greg Smith said:
Huge hangars can carry raiders and scouts (and bigger ships in second edition).

In 1st edition the Drakh get +1 to beat stealth.

Hi,
so I'd guess they don;t get it in V2.

Any other changes.

Gazza

2 ships change priority, and 2 new ships. (1 of which is a varient) and Huge hangers on the mo-ship can carry bigger ships at a higher cost, so 2 hangars carry a single destroyer for example.
 
not on the playtest one, the final one I won't know till I get my mitts on the fleet lists!
 
hiffano said:
big-gazza said:
Greg Smith said:
Huge hangars can carry raiders and scouts (and bigger ships in second edition).

In 1st edition the Drakh get +1 to beat stealth.

Hi,
so I'd guess they don;t get it in V2.

Any other changes.

Gazza

2 ships change priority, and 2 new ships. (1 of which is a varient) and Huge hangers on the mo-ship can carry bigger ships at a higher cost, so 2 hangars carry a single destroyer for example.

HI,
o.k. so what ships have changed level? Still waiting for my books :(

Gazza
 
Dizzy Vree said:
dsu the crusier still have a better neutron laser in its backside??

no. but it does have the firepower of a sharlin.
the mothership is a very good armageddon ship and can even carry a war level vessel in its hangars.
the drakh did lose the +1 versus stealth but overall have had some rather nice tweaks added to them.
 
The +1 to Stealth rolls in 1st ed. was always highly dubious in terms of game balance anyway.

PL lists:

Patrol: Breaching Pods, Scout
Skirmish: Light Raider, Heavy Raider, Patrol Cruiser
Raid: Fast Destroyer, Light Cruiser
Battle: Carrier, Strike Cruiser
War: Cruiser
Armageddon: Mothership
 
Triggy said:
The +1 to Stealth rolls in 1st ed. was always highly dubious in terms of game balance anyway.

PL lists:

Patrol: Breaching Pods, Scout
Skirmish: Light Raider, Heavy Raider, Patrol Cruiser
Raid: Fast Destroyer, Light Cruiser
Battle: Carrier, Strike Cruiser
War: Cruiser
Armageddon: Mothership

Hi,
thanks

Gazza
 
hiffano said:
not on the playtest one, the final one I won't know till I get my mitts on the fleet lists!
The question is, Hiff, have you gotten your hands on the new Mothership. (Insert Parliment Funkadelic joke here)

Free Hiff's Mo-Ship and all that.
 
As a confirmed Drakh player, I can safely say that most of the Drakh tactics out there can be completely thrown out the door. The GEG considerations are largely the same, but you can no longer count on any of the following:

1). Having enough initiative sinks
2). Winning initiative
3). Playing for the endgame
4). The GEG
5). Being able to kill Skirmish ships
6). Being able to deal with heavy fighters in any constructive way
7). CAF
8). The Light Cruiser in any capacity whatsoever

However, you can count on:

1). Being the 2nd Edition Beam Team
2). Killing Hull 6 all day long
3). Using an unbelievable amount of Close Blast Doors
4). Using an unbelievable amount of All Hands on Deck
5). Light Raiders are now a major threat
6). Get a Skirmish Gaim ship as an ally in a campaign and you are good to go.

The Drakh have zero active means to handle fighters. There's absolutely no escort, no anti-fighter, nothing. Given that there are many Precise, DD and multi-DD bombers out there (Riva, Thorun Torpedofighter, Tzymm, Firebolt, Vorlon, Sky Serpent, Klikkitak) you cannot count on your GEG to preserve you as cleanly as in the past. Similarly, there is no efficient means to kill fighters supporting ships directly, so, if they want to act as interceptors to your pulse arrays, there isn't much you can do about it.

The change to beams helps out the Raiders a ton, and the internal Beam change to the Light Raider helps out even more. It's a serious attack hull at this point, and couple with the no-brainer of Close Blast Doors, the Raiders have greatly improved survivability. Of course, as every other fleet seems to have gotten more guns everywhere, you'll desparately need it, and sometimes, it won't be enough. You are particularly vulnerable to the Trait-loss crit, which is white death about half the time for a Given Drakh ship.

You have no correct weaponry to handle Hull 4 (especially if the ship in question has fighter interceptors), so expect tons of Hull 4 for yoru regular life. It will be very, very frustrating, and there isn't a thing you can do about it.

2-for-1 patrol ship initiative sinks means that you'll have to deal with the Haven-sink fleet of doom. Or, more accurately, try to deal with it; I just don't see that happening. You will not get shots; he will.

One of the ships that used to give you the ability to cover to all sides against this sort of thing effectively, the Light Cruiser, got whacked with the Nerf bat bad. I could see trying to tune it, but this is a mistake; 3 dice of beam with 1/45 was the right way to go.

The new War ship and attendant Battle ship are mean, and might be the new Drakh fleet core in the next generation.
 
CZuschlag said:
The change to beams helps out the Raiders a ton, and the internal Beam change to the Light Raider helps out even more. It's a serious attack hull at this point, and couple with the no-brainer of Close Blast Doors, the Raiders have greatly improved survivability.

You know that ships with one weapon can't fire if they CBD?
 
i would guess he didnt :D i would love it if you put your heavy and light raiders on permanent CBD, means they are not shooting ever.

as for the haven fleet - take it on with your light raiders and you win due to ignoring their dodge. they can only init sink so much and every thing used as init sink gets killed that turn leaving less next turn.
 
Seriously?

Ok, I change my opinion then.

Drakh are now hosed. One of the weakest fleets out there, don't buy under any circumstances.

Waitaminute.

"Close Blast Doors and Activate Defense Grid:"

"Crew Quality Check: Automatic
Securing all bulkheads and bringing online short range defensive systems, the crew prepares to withstand a brutal attack. If successful, the ship may only fire one weapon system. However, for each point of Damage or Crew taken this turn, roll one dice. On a 5 or more, the point is ignored."

Where does this can't fire if you have one weapon system thing come from?
 
yes and precisely for that reason, in testing my opponent used light raiders on permanent CBD which mean 4+ dodge, GEG and 5+ save. that would have been seriously broken. it also would have worked for ships like the bluestar.

the drakh however are far from weak. they have precise beams, they have GEGs which will stop most fighter attacks. they have a battle ship that can carry a further ship. they have a warship on par with a sharlin but better thresholds. they have an armageddon ship that can carry a warship as well as other vessels. the light raiders beam no longer has problems with hull 6 ships. and you no longer have to worry about your hull 5 versus SAP beams.
 
A skirmish-level ship with 12 dice of DD weaponry on an agile hull is seriously broken, too, but that didn't stop the Vorchan. Or 2 initiative sinks for one patrol point on a combat-capable hull, but that didn't stop .... well, almost everyone.

So this major change to the special actions comes out with almost zero review? Lovely.

I give up.
 
you still have precise beams at skirmish level, one of the hulls having a DD precise beam. both hulls being fast and agile. both hulls having dodge and GEG. and you wanted a 3rd defensive system?
 
Why not --- almost everyone else has access to one (the Drakh are almost the ONLY race without access to using fighters to support ships and act as interceptors --- that's a major capability that they don't have any access to at all.)

The Drakh had those beams before, went into multiple tournaments -- heck, you could even CAF the beams in 1st Edition before, and did they dominate the tourney board? No. So, by exposing the Heavy Raider to the loss of traits on criticals, taking away CAF, losing the anti-stealth bonus, forcing its attendant mothership to start with zero extra raiders on the board instead of 1, taking away Close Blast Doors, and making sure they have no access to the one new cool defensive measure in the game in exchange for agile you make them proportionally too good when the Heavy Raider was, over the board, only decent before?

If it was too good, it would have been dominating tournaments all over. The powergamers of the world would have picked up on it in seconds.
 
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