P&P overall

The Drakh get the same deal at Raid or below. To buy a carrier costs 2 Raid points, to buy 4 skirmish ships costs 2 Raid points. So no change from standard 2e, the Carrier does not need its huge hangars adjusting for the new FAP splits.

Amu on the other hand... well it went to hull 4, kill it before it can launch everything :)
 
Burger said:
Amu on the other hand... well it went to hull 4, kill it before it can launch everything :)
You probably won't kill it before everything's launched in anything smaller than a War PL game but it is now killable in these "smaller" games. Before, there was no choice between targetting the Mothership or targetting the Raiders as you simply couldn't bring enough firepower to bear to kill the Mothership before it could flee or your fleet was dead. Now, conventional weaponry is viable to kill it, with beams to back up the deed.
 
I had a faar skim through it today, not too much I need to learn for the campaign thank goodness.

Shame about the shortened INL on the WS, but not too bad I suppose.

Also not sure Ivanova should be fieldable on an ISA VCD, at least not until the 2280s, though I am tempted to field one less WS next weekend so I can have Delenn or Ivanova in the fleet.

LBH
 
lastbesthope said:
Also not sure Ivanova should be fieldable on an ISA VCD, at least not until the 2280s,

She can be placed in the WS fleet 2260-61, EA fleet 2259-2280, ISA 2281+.

Victory ISD 2266+.

You do the maths. :lol:
 
See mssing that paragraph is one of the many reasons I should read it again after I've had more than 2 hours sleep :lol:

Thanks Greg

LBH
 
Burger said:
The Drakh get the same deal at Raid or below. To buy a carrier costs 2 Raid points, to buy 4 skirmish ships costs 2 Raid points. So no change from standard 2e, the Carrier does not need its huge hangars adjusting for the new FAP splits.

Amu on the other hand... well it went to hull 4, kill it before it can launch everything :)

or hope to get a crit taking out the Huge Hanger trait :D
 
Da Boss said:
Burger said:
The Drakh get the same deal at Raid or below. To buy a carrier costs 2 Raid points, to buy 4 skirmish ships costs 2 Raid points. So no change from standard 2e, the Carrier does not need its huge hangars adjusting for the new FAP splits.

Amu on the other hand... well it went to hull 4, kill it before it can launch everything :)

or hope to get a crit taking out the Huge Hanger trait :D
Ah, now that would be massively effective!

Probably no worse than a running adrift crit on a ship with a massive boresight though like the Nemesis or Fireraptor.
 
There we go a single dice roll to destroy entirely one fleet. But anyway its a dice game and we love it for that aspect. Overall from the sounds of it P&P takes ACTA and adds flare. It adds the sparkly shiny bits that everyone adores.

But just need to get my hands on a copy.
 
No. 1 Bear said:
There we go a single dice roll to destroy entirely one fleet. But anyway its a dice game and we love it for that aspect.
If almost your entire fleet is sunk into a single ship then you have to be asking yourself why you're taking that gamble. In the Drakh fleet, if you absolutely have to have hordes of Raiders, why not take a couple of Ma'cu Carriers instead in a Battle or lower game?
 
Sorry for the thread-o-mancy, but this seemed like the place to ask.

How many dice do the Earth Alliance Fusion Missiles get?

The new rules in P&P only specify the "Range" and "Special".
 
With EA missiles, the Arc and AD depends on the launcher, whilst the Range and Special depends on the missile varient, so your fusion missiles would depend on what's firing them. As an example, the fusion missiles from an Olympus would be 2AD.
 
Not only that, but after you fire your fusion missle, can you swtich to fireing regular missles? I cant see replaceing the hundreds of missiles that a Sag or Apollo can carry with just a few fusions missiles. Granted, being able to take them and then switch back to the normal ones after you use them really has no downside. I thought maybe there could just be a limit to how many you could take based on game size. So many for skirmish, battle, etc. Either that or make them cost fleet points. Two missles for a patrol point or something. Right now they are pretty useless. I'd never trade my ability to fire all game long for a one shot missile. Unless it was a really big blast, like the old Eart-Minbari war nuke.
 
sidewinder said:
Not only that, but after you fire your fusion missle, can you swtich to fireing regular missles?

No. If you pick a variant missile type, you are stuck with it. And if you take a O/S Fusion missile, that's all you get, which does render them rather pointless IMHO - as a Narn player I'd willingly swap my O/S e-mines for EA missile variants! ;)

Regards,

Dave
 
With an Apollo, you load one side with a Fusion missile and the other side with regular missiles. Fire the fusion missile early, then turn around.
 
Back
Top