I was just having a flick through the rulebook, and I was wondering if anyone had ever tried to use a single-ship fleet?
I know that people will speak at length about how the swarm is almost invariably better, but I was hoping to give it a try at some point.
With decent sized games often being 5 point battle-priority affairs, I noticed (which is what started this off) that an armageddon-priority ship with an admiral aboard (which bizarrely is cheaper option for an armageddon priority ship than for a war priority ship) fills the five points exactly - which is unusual as the doubling series usually means that you end up with an even number of points.
In addition, whilst a warship with an admiral is probably not worth 2 war points, an armageddon level ship with an admiral is more believable as being worth 1.25 armageddon points - which might help to make up for the weakness of armageddon ships.
Looking through the books, the Armageddon ships that jump out at me are:
1) The Victory-class destroyer (the ISA version gets +1 CQ over the EA crewed Excalibur due to Rangers for no drawback that I can see)
2) The Neroon-class Heavy Warcruiser (since it's a gunship and fleet carrier in one vessel, and well suited to engage several battleships simultaneously)
3) The Ancient Shadow Ship for sheer malevolent class
5) The Nemesis-class advanced destroyer (I know it's weak but I keep looking at how pretty the model is! Damn it, it looks cool!)
The others I just don't like the models. Not that there actually is a neroon model but Minbari are generically pretty and I'm sure something could be done.
Anyway, the thoughts that occured were:
1) I can't find any reference to the Vorlons and Shadows not being allowed admirals. Is there one?
2) The careful choice of Admiral Traits will probably decide the fleet's effectiveness. I do have the advantage that a 5-point battle fleet of one armageddon-priority ship with an admiral drops 40 points (30 + 10 respectively), giving me a good starting advantage over another fleet. On top of this, the obvious first pick is The Master Plan, which basically translates to double victory points for anything other than kills by fighters.
The other traits I'm not so sure about, and I guess would depend on the ship. With criticals being the achilles heel, for the Victory or Neroon I'd love to improve the odds of repair, so Inspirational Leader gives me a +1 on repair rolls along with other checks - which is cumulative with Rangers, so destroyed systems on a Victory would come back up on a 3+. It'd also assist a Victory's Come about! checks to keep the Neutron lasers pointed the right way - not, of course, a problem the Neroon has.
The Victory and Neroon rack up (between Command and fleet base initiative) a healthy +5 and +6 respectively, so initiative boosts, whilst nice, aren't exactly needed. Inspired Command and/or Meticulous Planner would be nice, but feel a bit of a waste.
With the Neroon's impressive fighter wing and Fleet Carrier, Top Gun jumps out as a nasty bonus - take Tishats and you have fighters with a frankly ridiculous +6 net dogfight score, meaning normal fleet fighters frankly haven't a prayer.
I'm tempted just to say go with Lucky - two rerolls up your sleeve could stop that vital systems critical getting through, which is often the death knell for a high-priority ship.
Victory-class Destroyer, Admiral (The Master Plan, Lucky, Inspirational Leader)
Neroon-class Heavy Warcruiser, Alyt (The Master Plan, Inspirational Leader, Top Gun)
The Nemesis-class is a bit more intriguing. With its boresight main gun and the lack of a command bonus (why? The Warlock hull - which this is supposedly an improved version of - has one) makes an initiative bonus doubly important, so Inspired Command is almost a default. Inspirational Leader, once again, gives +1 CQ for repairs and come about checks (must keep forward arc on target!) and now with self-repairing as well, criticals repair on a frankly ridiculous 2+ (automatic repair under 'all hands on deck!'). Fighter-wise, I'd just have to trust the Shadowfuries and the option of Intensify Defensive Fire! to ward off attackers.
Nemesis-class Advanced Destroyer, Admiral (The Master Plan, Inspired Command, Inspirational Leader)
The shadow ship......damn. No idea. Obviously The Master Plan again, but with Redundant Systems and virtually no special actions availible (or needed!) a crew quality bonus seems irrelevant.
Whilst the Ship has 6 fighter flights, Top Gun seems a waste as that still only gives them dogfight +1, meaning they still get had badly by starfuries.
Inspired Command gives a tempting and frankly insane +8 initiative, whilst Meticulous Planner would....well.....just don't bother rollling dice, ok?
Daft as it first looks, since the shadow ship is the only armageddon-priority vessel which lacks decent fighter protection, Defensive Skill might not be a bad plan as it might stop the ship being nibbled to death by cats.
Equally, Engineering Genius helps ensure that you can run away when doing the whole hit-and-run thing; no lucky critical can drop you below 8" speed if you drop the hammer and go at full tilt.
I can't decide.
Suggestions/Thoughts on the whole idea?
I know that people will speak at length about how the swarm is almost invariably better, but I was hoping to give it a try at some point.
With decent sized games often being 5 point battle-priority affairs, I noticed (which is what started this off) that an armageddon-priority ship with an admiral aboard (which bizarrely is cheaper option for an armageddon priority ship than for a war priority ship) fills the five points exactly - which is unusual as the doubling series usually means that you end up with an even number of points.
In addition, whilst a warship with an admiral is probably not worth 2 war points, an armageddon level ship with an admiral is more believable as being worth 1.25 armageddon points - which might help to make up for the weakness of armageddon ships.
Looking through the books, the Armageddon ships that jump out at me are:
1) The Victory-class destroyer (the ISA version gets +1 CQ over the EA crewed Excalibur due to Rangers for no drawback that I can see)
2) The Neroon-class Heavy Warcruiser (since it's a gunship and fleet carrier in one vessel, and well suited to engage several battleships simultaneously)
3) The Ancient Shadow Ship for sheer malevolent class
5) The Nemesis-class advanced destroyer (I know it's weak but I keep looking at how pretty the model is! Damn it, it looks cool!)
The others I just don't like the models. Not that there actually is a neroon model but Minbari are generically pretty and I'm sure something could be done.
Anyway, the thoughts that occured were:
1) I can't find any reference to the Vorlons and Shadows not being allowed admirals. Is there one?
2) The careful choice of Admiral Traits will probably decide the fleet's effectiveness. I do have the advantage that a 5-point battle fleet of one armageddon-priority ship with an admiral drops 40 points (30 + 10 respectively), giving me a good starting advantage over another fleet. On top of this, the obvious first pick is The Master Plan, which basically translates to double victory points for anything other than kills by fighters.
The other traits I'm not so sure about, and I guess would depend on the ship. With criticals being the achilles heel, for the Victory or Neroon I'd love to improve the odds of repair, so Inspirational Leader gives me a +1 on repair rolls along with other checks - which is cumulative with Rangers, so destroyed systems on a Victory would come back up on a 3+. It'd also assist a Victory's Come about! checks to keep the Neutron lasers pointed the right way - not, of course, a problem the Neroon has.
The Victory and Neroon rack up (between Command and fleet base initiative) a healthy +5 and +6 respectively, so initiative boosts, whilst nice, aren't exactly needed. Inspired Command and/or Meticulous Planner would be nice, but feel a bit of a waste.
With the Neroon's impressive fighter wing and Fleet Carrier, Top Gun jumps out as a nasty bonus - take Tishats and you have fighters with a frankly ridiculous +6 net dogfight score, meaning normal fleet fighters frankly haven't a prayer.
I'm tempted just to say go with Lucky - two rerolls up your sleeve could stop that vital systems critical getting through, which is often the death knell for a high-priority ship.
Victory-class Destroyer, Admiral (The Master Plan, Lucky, Inspirational Leader)
Neroon-class Heavy Warcruiser, Alyt (The Master Plan, Inspirational Leader, Top Gun)
The Nemesis-class is a bit more intriguing. With its boresight main gun and the lack of a command bonus (why? The Warlock hull - which this is supposedly an improved version of - has one) makes an initiative bonus doubly important, so Inspired Command is almost a default. Inspirational Leader, once again, gives +1 CQ for repairs and come about checks (must keep forward arc on target!) and now with self-repairing as well, criticals repair on a frankly ridiculous 2+ (automatic repair under 'all hands on deck!'). Fighter-wise, I'd just have to trust the Shadowfuries and the option of Intensify Defensive Fire! to ward off attackers.
Nemesis-class Advanced Destroyer, Admiral (The Master Plan, Inspired Command, Inspirational Leader)
The shadow ship......damn. No idea. Obviously The Master Plan again, but with Redundant Systems and virtually no special actions availible (or needed!) a crew quality bonus seems irrelevant.
Whilst the Ship has 6 fighter flights, Top Gun seems a waste as that still only gives them dogfight +1, meaning they still get had badly by starfuries.
Inspired Command gives a tempting and frankly insane +8 initiative, whilst Meticulous Planner would....well.....just don't bother rollling dice, ok?
Daft as it first looks, since the shadow ship is the only armageddon-priority vessel which lacks decent fighter protection, Defensive Skill might not be a bad plan as it might stop the ship being nibbled to death by cats.
Equally, Engineering Genius helps ensure that you can run away when doing the whole hit-and-run thing; no lucky critical can drop you below 8" speed if you drop the hammer and go at full tilt.
I can't decide.
Suggestions/Thoughts on the whole idea?