Scout Ability to reroll one weapon system

Well if you call a Damage/crew boost a form of defense, a AD boost is a form of offense....

But yes Scouts and fighters are only effective when yopou reach a certain break point, where they actually do stuff continuously or with a hammerlike effectiveness. (Delphis are nice but at raid lvl taking a single scout.... not enough rolls to really make a difference).

And i had a 2 games of Vree vs Brakiri. Cause i like BRakiri ship design, but cant stand them on the show, and Vree are the other wqay around. But a single Kaliva took out 2 torpedo boats, one with the beam and one with the lance. Firepower is good, but when youre on an open field, you dont stand a chance. Minbari should be bane for Vree, but that is personal feeling, no actual vree player around for enough games top get a consistent feel for the fleet.
 
Corvans are in my oppinion better than Vaarls for the following simple reason: scouts are only really as good as the weapons their redirecting and the centauri have WAY better long range firepower than the vree (which is where the scouts really shine)

Also ill take 4 Vaarls over 3 Vaarkas any day, sure theyre a little bit tougher and have a little more weaponry but dont be fooled, if EITHER of their stealth fails them theyre dust.
 
Garibaldi said:
While I agree that Vaarl's are good scout (so much better than the Corvan's it is laughable)...I perfer the Vaarka's. Sure, you only get 3 (skirmish PL)for one battle point (as opposed to 4 Vaarl's-Patrol PL)
Well with the Armageddon splitting you can get either 3 Vaarkas, or 2 Vaarka and 2 Vaarl... so the latter gets the vote every tme for me!
In fact thats what I just did in the campaign we started :D

Locutus9956 said:
Corvans are in my oppinion better than Vaarls for the following simple reason: scouts are only really as good as the weapons their redirecting
That'll be Improved Neutron Lasers and Molecular Pulsars... maybe even the odd Lightning Cannon or 2 :lol:
 
yeah...ISA should always have a disk or two in the background.

All the Vree little guys are weak, the skirmish line of ships for the vree are only useful if you can hyper in behind your opponent.

Xill is decent but seem to throw just to few dice against the interceptor laden ships.

Xaak is a beast. If it carried a Tzymm or two I would really be argueing this was a great ship instead of a mearly really good ship. Thanks to a handy dust cloud I just won a game based on a pair of these hardy boys vs a Primus/Prefect/Altarian stack. There was other stuff but it was off on the far side, Corvans vs Vaarkas/one Xixx. For the record if you are in a damage Vaarka do not get to point blank when fireing on a damaged Corvan.

The Corvans won that side of the conflict with some help from some Sentries and my own need to explode ships on myself.

Ripple
 
Dont forget the Xixx torpedo saucer though. A very nasty little ship :twisted: And with vree manuevering rules and turreted torpedoes it can run away while CAFing on you with them :D
 
Epaminondas said:
hmm. Would this reroll one weapon system apply to fighters as well?
Nope. I asked this on the Rulemasters forum, and was told a firm NO. The Scout alows a SHIP to reroll, auxilliary craft ain't ships.

Wulf
 
I think giving the vorlons a scout is also just be ing through. even mongooses own rpg books say the transport doubles as a scout. the petals are actually sensors. and if they shadows think they have a need for a scout I think the vorlons would too.
 
Voronesh said:
Shudder 4 WS with 4 Nials all profiting from a scout reroll :S
Fighters don't benefit from scout rerolls.
And, White Stars usually need a reroll to be effective, I don't know about anyone else but my 1AD neutron lasers hit about 20% of the time!
 
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