New player, new Vree

The Adept

Mongoose
Hello there!

My new (and first!) fleet arrived yesterday. It's everyones favourite spining disks, the Vree. I got the fleet box, 2 Xonn Dreadnaughts and a blister of each of the fighter types.

And I had my first game tonight. It was against the Mimbari in a 5 point raid. He had four of the skirmish level ships which look like novalty sex toys (front end mini-beams, 2AD turrent mini-beam), one battle level ship (no fighters, 12" move), and a raid level with 20" DD P beam on the front and mini-beams all round (and a flight of nials). Sorry about the names, they all sound the same!

I had 2 Xixx Torpedo Saucers, 2 Xill Battle Saucers, three scouts and 6 wings of Tzymm Heavy Fighters. We played A Call to Arms.

Even with my scout re-roll, the +4 that he had ment I lost every single inititive roll!

I knew things were going well when on the first volley of the game my Xill killed every last bone-head on the battle level gunship, before he even managed to fire a shot, leaving it a drifting tomb. Return fire knocked out the guns on my other Xill, with a critical systems hit, and damaged the killer Xill, stoping it usings SAs.

The gunless Xill opened a jump point the next turn, and ran the turn after that, as it couldn't do anything. The rest of the game was my scouts ruining the mimbari stealth, the fighters tagging the ships again, and the killer Xill blowing stuff up.

Highlights include: and expolding skirmish mimbari damageing another one; tyzmms mobing the lone nial 3-1 and taking it down; all power to engines! past the mimbari to sit in the rear arc of the remaining bigger ship; and a Crit of the Beast (6-6-6) with double damage causing my opponent to resign.

I lost: 1 flight of Tyzmms. He had left a couple of crippled skirmish levels. So, it went quite well! The Vree are scary...
 
Welcome and congrats.
Beating the Minbari first time out is good going.
Where are you located there's a chance that you could live near others on the forums which would give you more victims... i mean opponents :oops: 8)
 
I live in Lincoln (the one in England, I'm sure there's one in the US somewhere), and I generally play at Gobstyks gaming club. There's at least six ACTA players there, which is quite good (one Gaim, one Narm, one Earth, one Mimbari, my Vree and one with many!).

I found the Mimbari quite easy, but that may have been luck. With the scouts and fighters to help my larger ships against the stealth, having many SAP DD weapons works well against the low hull, no interceptor Mimbari. It's earth I'm worried about - high hull, many interceptors, and few blind spots!

Do any other Vree players have difficulty getting the ships to balance on the bases? I had to glue the Xixx's onto the stalks, which make transport harder.
 
Most of the guys at our club use square brass tube as base stems, with a slightly larger guage section glued into the ship as a socket so bases can be removed in transit.
If you're ever in the midlands on a friday night with nothing to do our club Warlords of Walsall has nine acta players.
And if you like tournies we're hosting an acta tourny in june.
 
Funbeast said:
If you're ever in the midlands on a friday night with nothing to do our club Warlords of Walsall has nine acta players.
Of course, Lincoln is in the Midlands :P

Unfortunately this still puts him the best part of 100 miles away from you :(

Welcome to the game and I hope to see you about sometime.
 
Triggy said:
Funbeast said:
If you're ever in the midlands on a friday night with nothing to do our club Warlords of Walsall has nine acta players.
Of course, Lincoln is in the Midlands :P

Unfortunately this still puts him the best part of 100 miles away from you :(

Welcome to the game and I hope to see you about sometime.

Ah..yes the joys of typing to fast and not checking.
It should of said "our part of" the midlands :oops:
 
You make me seem like a resource! I'm new to this game, but not miniatures/tactical/wargaming in general, so I'm not so newbe.

I'll try to get the disgusion back on track...

The Xill Battle Saucer. I was very impressed with this ships performance. It is quick, very manourverable (even when not using SM), and packs a supprising punch at 18AD of DD (some TL, some SAP). One took out a Mimbari ship an encounter level higher than it in a single volley.

My question is this - was that a fair representation of the Xill's abilities, or did it just have a fluke game?
 
One query, was the Xill that jumped out disarmed by a vital systems crit? otherwise it can always try to repair...

Also worth noting is that ships like that can still be helpful in terms of intitiative sinking.

Lastly, bear in mind when jumping out, it takes 2 turns, (the jump point isnt useable the turn you open it, you have to survive till your next movement).

You may well have gotten all these right and have jumped the ship out to save victory points (though you can always just run away without leaving the table :P).

Oh and scouts only give you a reroll for inititative on turn 1 ;)

All that preaching aside, welcome to the game and well done killing those boneheads :D
 
No, I'm pretty sure you can't use an outgoing jumppoint as a weapon because all the energy released gets dumped into hyprespace, not realspace as with an incoming jump point.

Also worth noting is that ships like that can still be helpful in terms of intitiative sinking.

This is very true, unless you playing a campaign, or you can repair the ship there is no point jumping out ships. This is especially true if you are playing with , or against, a fleet that relys on boresight. You need every init sink you can get. Your Vree don't have to worry much about boresight (except in terms of not getting hit by it) or weapons arcs, but because of the low Vree initiative you will usually be moving ships before your opponant. Having an otherwise useless ship floating around the table is good for that first move. It gives you a chance to react to his movements with the ships that count.
 
As a Vree player from across the pond, welcome to the game and welcome to the wonderful world of egg shells with big, nasty hammers!

You asked if your game was luck or or the Vree that nasty. Both...but in my exp. you have a GREAT run on luck! Good rolls will take down any ship/fleet! Get enough crits and you will get the nasty ones sooner or later!

The problem with the Vree that I have noticed is that 1: their hulls on their skirmish and lower is just too low! all 4's for skirmish, no 5's at all! Only 2-5 hulls in the whole fleet (and one of those a patrol!) and 3-6's.

Also, it seems to me that their damage/crew are a bit on the low side.

I love the anti-matter torpedoes! They changed the range from 30" to 25", really hurt the Vree. And (while I'm complaining) they really should remove the slow loading from the Z'Takk (War level) or at least make it like that missile launchers on the Apollo (SL only when crippled).

I was in a game against Drahk last Saturday. 5 Battle points. In the 1st round he killed 2 battle level ships! and on round 3 got a weapons critical hit (random arc no weapons can fire). AND it was a Vital systems. Game over!

So, the Vree are good if you use them right. You caid that you only lost 1 fighter flight?? Against Minbari!! That is unbelievable! Run with it though!!

Welcome to the Flying discs of death!! We are glad to have another player!

(and remember...the whole ana_ probing thing is just a lie started by our business rivals)
 
Garibaldi said:
(and remember...the whole ana_ probing thing is just a lie started by our business rivals)

I think any ship that the Vree attempt the stand down and prepare to be boarded SA on should get at least a 2 or 3 bonus on their cc roll. You could call it the "We all know what the Vree will do to you" rule. :D
 
Locutus9956 said:
One query, was the Xill that jumped out disarmed by a vital systems crit? otherwise it can always try to repair...

Yes, it was.

Locutus9956 said:
Also worth noting is that ships like that can still be helpful in terms of intitiative sinking.

Lastly, bear in mind when jumping out, it takes 2 turns, (the jump point isnt useable the turn you open it, you have to survive till your next movement).

Didn't think of using it as a sink. I was wanting to ensure it didn't die! And yes, I took the two turns to jump out. That ship was ignored for the turn it was waiting to jump out, because it couldn't shoot!

Locutus9956 said:
Oh and scouts only give you a reroll for inititative on turn 1 ;)

They do? D'oh! Oh well, I never won init anyway, so it didn't make any difference.

Garibaldi said:
The problem with the Vree that I have noticed is that 1: their hulls on their skirmish and lower is just too low! all 4's for skirmish, no 5's at all! Only 2-5 hulls in the whole fleet (and one of those a patrol!) and 3-6's.

That wasn't a problem at all - every gun that he shot at me was either a beam or a mini-beam, so even hull 6 wouldn't have helped!

Garibaldi said:
You said that you only lost 1 fighter flight?? Against Minbari!! That is unbelievable! Run with it though!!

Yep. Silly bone heads, thinking they're so big - we showed them!
 
Vree are really good vs. Minbari - firstly they have no beams (therefore benefitting from the enemy having few Hull 6 ships); their low hulls make little or no difference vs. Minbari and they have excellent, relatively cheap scouts. Of course, it's not a walkover but they tend to do better in this matchup than some races.
 
Triggy,

I must admit, having never really played Minbari with my Vree...I'll have to take you word for it!

The adept,

I know...those damm beams!! I was referring to other weapons! :)


Well, please keep running with your victory! Bring glory to the Vree!!
 
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