Questions from the new guy

Ill have to check the rulebook but in 1st ed if multiple scouts locked a target with redirect fire then each ship firing at said target could reroll one weapon system. So say you painted a target with 3 scouts and then opened fire on it with a warlock, you could reroll the missiles, the particle beam (beams could benefit form this in 1st ed) and the Railguns, If you also fired a Chronos at the same target it TOO could reroll 3 weapon systems, so it could reroll its Rail guns, its heavy pulse cannons (though this wouldnt make a difference since theyre twinlinked anyway!) and its particle beams.....

Just checked and as far as I can see the rules havent changed there, each scout that locks the target can grant a reroll to a different weapon system on every ship that targets the unfortunate victim.... It should also be noted that a scout performing said action gets the benefit of the rerolls for its own shooting the same as every other ship! Not a major thing as scouts dont generally have many guns and tend to avoid getting close to the enemy anyway if they want to live but there it is nonetheless!
 
Time to break out the scouts me things. I'll never over look them again, though it now means that carefull thought will have to go into which ability to use if stealth ships are present.
 
Also as to races the ISA have trouble with in my experience, the big 2 boogeymen are the Drakh and the Shadows. Why? Dodge. The bulk of the ISA fleet are basically Whitestar varients, and despite all their fancy gadgets and traits, whitestars are actually quite fragile when they take hits, fortunately for them they all have dodge to some degree so can avoid alot of hits.

Shadows have the Shadow scout, which is potentially FASTER than a whitestar, and can outmaneuver one if it needs to, and it has powerful weapons with the accurate trait that are pretty much tailor made to shred whitestars.

More or less the same thing can be said of the Drakh Light Raider. Its not AS nasty as the Shadow scout but then again, its generally far more numerous ;)

Also, while whitestar weapons are advanced and potent they dont actually throw that many dice at a time and tend to rely more on chipping away at larger ships while avoiding return fire than that one massive alpha strike of some races bigger ships. This sort of attack is where Shields and GEGs are at their most effective.

So basically, Drakh, bad news for the ISA. Shadows, tradtionally, THE nightmare fleet for the ISA (at least for a WS heavy version, Victories in my experience work very well against shadows, but then Victories in my experience tend to work very well against ANYTHING if youve got enough other ships to back it up :P)
 
How does the Armegeddon rating actually work, is the one listed in the fleet book correct? You only get 18 patrol per 1 Armageddon point?

Or is it supposed to be 32 patrol? (as in double until you get down to patrol)
 
Zeru said:
How does the Armegeddon rating actually work, is the one listed in the fleet book correct? You only get 18 patrol per 1 Armageddon point?

18 is correct. The reduction in numbers at extremes of the the table is deliberate, to keep the numbers of ships down to slightly more managable levels and reduce the advantage of swarms.
 
That is a relief, alot of my friends were saying if it was the other way, big ships are screwed.


I have yet another question, how do the shields on Shadow fighters react to Dogfighting and Anti-Fighter?
 
I am sure a friend of mine will be quite disappointed to hear that. :lol:

Ty for the help guys, glad I can count you all for quick responses.
 
i could be wrong, but is the drakh mothership cheaper than free....
eg, for 1 armageddon point games, i get the same amount of raiders buying spereatly than i would just buyin the mothership(and then i get breaching pods/more guns)
 
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