Probed! again!

Banichi

Cosmic Mongoose
Well there you go. Second game in a row were my EA had rings flown around them by Vaarls, while Xaaks and a base star crited me out of the game. :lol:

It was 5 point battle today (1e), and he took 1 whole point of the accursed scouts, which to make matters worse kept lighting my ships up so the shredders and torps got re-rolls to hit. Those scouts are nasty, and to get them takes a large amount of firepower, and they provide great init-sinks, so once my poor artemises were dead I had a real headache getting boresight in. In hindsite I didn't consentrate on them enough. I went hammer and tongs after the big ships, and only realised my error when I was too commited (and out of position)to brake off ships to get them.

I guess it could be time to invest in some scouts of my own :lol:

Oh, and on a slightly different note. Is the Xonn dreadnought a battle level ship? And if so how does it differ from the Xaak comand saucer.
 
Xonn has more Damage/Crew and Hull 6 but less firepower and of course, the Xaak has the Command trait...

If you found Vree tough before, particularly their bigger ships are a little tougher in 2nd, however, the EA have much better options too such as a Pulse Omega worth taking, Artemis, Nova, Pulse Hyperion, etc. all good choices.
 
Triggy said:
..If you found Vree tough before, particularly their bigger ships are a little tougher in 2nd,

Oh goody

Triggy said:
however, the EA have much better options too such as a Pulse Omega worth taking, Artemis, Nova, Pulse Hyperion, etc. all good choices.

I think next time I go after the cattle bothers(and there will be a next time, the pride of the EA is well and truely at stake) a much less boresight dependant fleet might be the way to go. Lots of pulse and missles. Any other tips for dealing with those pesky vree?
 
They really aren't fond of missiles (no interceptors) and EA missile-armed fighters are hard for them to deal with once you've dealt with their "air" cover. And since they have to move below half speed now to use SM, and you can board ships moving at half speed, have your marines earn their combat pay.
 
Agreed, anything relying on few AD that can be intercepted work above average against the Vree. It's only the bigger Vree ships that have gotten better (as their lower speed and fewer initiative sinks mean it's harder to hide them using their SM than for smaller vessels) so the fleet as a whole is not way more powerful than before.

Missiles, fighters, boarding actions, all-round basic firepower all does well vs Vree. EA Interceptors work nicely vs Vree as they have no weapons to whittle the Interceptors before being hit by Double Damage shots. I'd possibly take 2 x Pulse Omega, 3 x Nova, 2 x Olympus, 1 x Oracle, 6 x Hermes for 5 Battles FAPs against Vree (all 26 fighters being Thunderbolts). This way he can't outflank you, you have medium range so he can't sit outside your range and you have lots of potent fighters. You negate a lot of the SM advantage and can hit them moderately hard.
 
Under 1e I'd never really considered fighters to be much chop against vree. All there anti-fighter had at least 5 inch range, with most of it being twin linked to boot. Even my t-bolts, attacking on mass got chopped from the sky before they could achieve much.

It sounds like fighters have more options against vree in 2e. If anti-fighter range has been dropped to 2 does this mean t-bolts can now attack vree in moderate safety?
 
For the Vree, just take Xeel's and load them up with the Zorth fighter and you will do very nicely against those lumbering t-bolts. Plus the Xeel has a 6AD SAP DD Anti-matter cannon on it at range 15 in a turret. A very deadly hull.

The Cow Mutilation Fleet is definately born again hard.

Dave
 
Davesaint said:
Plus the Xeel has a 6AD SAP DD Anti-matter cannon on it at range 15 in a turret. A very deadly hull.

That sounds nasty for a skirmish level carrier. Doesn't it carry 4 flights as well?
 
Banichi said:
Davesaint said:
Plus the Xeel has a 6AD SAP DD Anti-matter cannon on it at range 15 in a turret. A very deadly hull.

That sounds nasty for a skirmish level carrier. Doesn't it carry 4 flights as well?

Yes,

It carries 4 flights of Tzymms, or you can sub in Zorths on a 1 for 1 basis. Having a fighter with 7AD is nasty, especially since 4AD are twin-linked.


Dave
 
Dizzy Vree said:
so, does the xeel have more ad than a xorr then, because ive only heard the xeel be mentioned in terms of "over-power"

They have the same number of AD, however the Xorr has 4 AD of them as twin-linked

dave
 
i played a game last night with xorrs and xeels, and i do think the xeel is better, same ad, higher dmg and if used with a scout possible twin linked, the same as the xorr but with added fighters, i allways use the tzymm as they are hull 5 and if you know a ship has used or has no af then you dont need to stay 4" away and fire, ( i used 4 fighters 4" away and blew a dargan away haha)
curse the centauri :twisted:
 
ya gotta be carefull its a hull 4, but well worth it, it proved its worth aagain last night, not 1 lost, mind you the grudge match tonight is against minbari,
they might just fly home :lol:
 
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