Play Testing ISA VS PSI CORP With Triggs Shadow Omega stats.

skavendan

Mongoose
We played 2 games the first a stright fight between 3 whitestar gunships and a enforcer Vs 2 shadow omega's. This battle was simply to see how much hammer trigs SO could take. And I must say with only a minor tweak I think the SO it good enough defensively.

It took 2 gunships 2 rounds to finish of a SO while the other 2 evaded the beam locks. Little to no damage was suffered beam was easily avoided and minibeam range didn't allow for it to be used often either.

But sure enough 2 round of fire sore both SO's die not a suprise but they held in that bit longer with the shields I thinnk a reasonable addiction. The second game proved far more interesting. Please point out if we made any mistakes I documented it quiet well.

PSI Corp 2 point war
Shadow Omega
Hunter
Mothership
Fighter Carrier
2 shadowcloak scouts.

ISA
Enforcer
2 gunships
whitestar 2
liandra
2 bluestars

Turn 1:
Due to a very bad deployment of one of my shadowcloaks it was all on its own on the right flank aposed to all the ISA who promptly jumped forward and destroyed it. First blood to the ISA.

With the ISA now winning in points they chose to move in behind a dust cloud and leave the next move to me. The next few turns sore all my fighters launching as my ships crawled into position moving as slowly as I could to get the fighters out and ready.

The fighters advanced on the dust cloud and the white star fighters moved to intercept.

Turn 6:
3 whitestar fighters died in dogfights.

Turn 7:
2 remainning fighters where tied up in dogfighters clearing the way for the thunderbolts.

Turn 8:
Blue star strayed into the edge of the dust cloud and the shadow omega and hunter locked on with there beams to destroy it. Hunters beam was totally dodged. The SO however managed to decrew the bluestar feeling very happy with themselfs for destroying a patrol level ship. Now the VPs where even. And the fighters ready to move behind the whitestars.

Turn 9:
After the liandra and whitestar where mobed by fighters the ISA decided to charge into the fray.

A gunship and the SO exchanged volleys sadly the shadow omega rolled really poorly and did almost nothing.

The mothership use come about and locked onto the bluestar along with the hunter as it couldn't bear onto anything else, and the mothership blew it up. Things where swinging my way slightly.

Turn 10:
Enforcer and a gunship targeted the mothership and just managed to destroy her on CBD.

Fighters swarmed over the liandra which would have crippled her if he didn't roll aload of 5+ for CBDs.

Turn 11:
With most of the whitestars now behind my force my hunter became the target and was destroyed the SO couldn't target anything again. The fighters pounded on the liandra who managed to hang in there and the game ended.

Question? When taking allies does the Psi Corp have to use the hole allocation point? I didn't want to field the fighter carrier because it's rubbish. But we where unsure if I could just split it out and take that as a EA ship at skirmish level.

Conclusion:
TTT proved totally useless. It never gave me an edge over "come about".
Also it doesn't really work if you have to specifi a target if you could use it without specifying it might hold some worth.
ISA player said he would stick to mainly gunships now rather than raid level whitestars. And that he liked the new enforcer.

We pondered over the Shadow Omega again. Which was using 24" beam, F/A/S/P 6/6/12/12 twin linked mini beams 10" and 10/1D6 shields. And I quote from the ISA player "the fire power was just not enough for me to be afraid of it needs a weapons upgrade"

The shields once over come became redudant so I would change them to 10/5 to give them a better chance of recovering.

Second weapon fire well 10" just didn't cut it to me the options are either

1. up the damage so when your in 10" it hurts! whitestars when actually shot at by the 12AD laughted at it.

2. Add more range to give it that continued picking at your target aspect

3. Add another salvo of mini-beams on a turret say 10AD twin linked 15" this would allow you to bolster your fire power but not in all area's.

Personally I would add the aft beam I think that would give good representation of the old Omega and still stay in character. And the turret.

Comments?
 
Leaving aside the Shield point (most shields in the game have very low recharge rates), my preferred way of upping the SO would have been to make the light multiphased cutters 15" range (like the main Omega). The only thing stopping this is the Nemesis having a 10" range on them too. However, I feel the issue is far more in their range than that they don't have enough dice.

Good report!
 
people keep wanting to increase the range of secondaries. in 1e 8" used to be the main range. in 2e 10-12" seems to be a majority secondary range. now people want to increase some to 15". i feel sorry for the poor narns and abbai.
you say it needs the increase, but then the ion cannons of the centauri should maybe be put to 15" as well if this happens as thats their main weapon.
the main weapon of the SO is the beam, I agree this should be upped, probably to 30" IMO but some people want just 24" but I am against an increase in secondary weapon ranges.
 
I agree, I hate the constant creep of secondaries. Especially given how it's being doled out. If the ISA player is laughing at the SO he must be rolling on the floor in danger of death at the idea of an Abbai fleet.

It used to be 2 to 5 was point blank, 5 to 10 was close range, 12 to 18 was mid 20 to 25 for long and 30 to 35 for extreme... now we have 40 to 45 range bombs (hitting 3 inches further out) and nothing inside of eight. (think there is one ship with a six still... but you get the point). We don't even have point blank weapons anymore.

Really reduces the effect of maneuver, as your almost always in range of something. Drazi's range ten secondary used to be an advantage vs some races... now it's just a way of trading blows.

SO could use the rear beam... help keep it relevant in the furball. Oh and leave the beam same as the shadow beam... don't re-fight the whole war over how does the SO get a better beam than the Shadows again.

TTT - needs to go back to the 1.0 version if you want it be a way to help the brawl aspect of things... as is, it's going to be very very situational. Frankly only useful for dealing with slow ships when your out sunk, and so iffy there your better off just trying to CBD and survive. Being able to fire 50% of your main gun (or any gun in the drazi case) 33% of the time was not a big advantage.

Ripple
 
How about then my stats but with 4AD of B(a) beam?

Katadder - range is an issue that very much depends on the opponents. I actually think the ship is very, very survivable and extra range would be nice but if it got it something would have to give to compensate. It's only because it's a War PL ship that I suggest a 15" range. It's not something I'm hugely fussed about as it's only really against ISA that the range is an issue.
 
Triggy said:
How about then my stats but with 4AD of B(a) beam?

Katadder - range is an issue that very much depends on the opponents. I actually think the ship is very, very survivable and extra range would be nice but if it got it something would have to give to compensate. It's only because it's a War PL ship that I suggest a 15" range. It's not something I'm hugely fussed about as it's only really against ISA that the range is an issue.

4AD Double Damage B(a) beam would be reasonable. Am trying to get someone else to have a 2 point war so I can have a comparison point. But the aft beam would have made a big difference as in the course of my game ALL the whitestars at one point had to pass behind a SO. the aft beam would allow me at least to attempt a hit. What range would you suggest for aft beam?
 
skavendan said:
Triggy said:
How about then my stats but with 4AD of B(a) beam?

Katadder - range is an issue that very much depends on the opponents. I actually think the ship is very, very survivable and extra range would be nice but if it got it something would have to give to compensate. It's only because it's a War PL ship that I suggest a 15" range. It's not something I'm hugely fussed about as it's only really against ISA that the range is an issue.

4AD Double Damage B(a) beam would be reasonable. Am trying to get someone else to have a 2 point war so I can have a comparison point. But the aft beam would have made a big difference as in the course of my game ALL the whitestars at one point had to pass behind a SO. the aft beam would allow me at least to attempt a hit. What range would you suggest for aft beam?
24" - the same weapon as the front just a smaller version of it.
 
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