Shadow Fighters - Just why

vorlon fighter is stronger and would probably have to come down to 2 per wing if it was carried anywhere.
as you and I have both said look at fleets. the shadows can carry fighters, vorlons dont so have to buy every fighter as a wing.
 
katadder said:
yes it is a strong ability, but so is being able to launch fighters 30" behind enemy lines and probably behind any acc weapons.

Also surely your more worried about enemy fighters than Acc weapons as the latter are reasonably rare where as the former are common.

If you do it early - their escort fighters jump yours / go on CAP if you do it late you have to forgo a shot with your only gun? especially since your fighters don't act when fired?
 
I'm not all that convinced of how powerful the Vorlon fighter is. Beam weapons usually only result in a number of hits equal to the number of dice it has. The Vorlon Fighter is almost a dedicated Anti-Shadow & Interceptor. I can use the AAF to take down incoming flights prior to their attack but that single die of beam will need a fair number of fighters to make respectable attacks, granted the VF also doesn't have to worry about AF/AAF itself. It strikes me as a rather peculiar multi-role platform, probably more worth comparison to the WSF but it's so bizarre and weighted in a different direction that making the comparison would be difficult.
 
Da Boss said:
especially since your fighters don't act when fired?
if the Fighters launch in EoT, they will be able to act during the next turn and don't suffer any intervening "Free Shot at the Fighter" time.
 
Da Boss said:
yeah it is an odd fighter but its got useful abilities and as you say great against the shadows.............
Pin... pin-pin... pin-pin-pin-pin.... hehehe... (I'd laugh, and then probably concede that game...)
 
the rules sort of imply its used in the weapons turn as they are isntead of the main gun but it is a little ambigous? I thought the fighters appeared then but you could be right? if it was in the EOT turn phase there would be no need to say "and they may not take any action in the trun they are launched" ? :?
 
Hmm.. Could be special launch rules for Shadows but that was from SFoS/Arma and could still be carry over. In SFoS I rarely if ever stocked a Ship with fighters (better to just start them in motion) and in Arma I never launched using the FDT unless it was very early and I didn't have any kind of range (or I was running for my life). I assumed that with 2E and the EoT Launch that you gave up your firing and then at the end the fighters are disbursed ready for the next turn.
 
Sulfurdown said:
Da Boss said:
yeah it is an odd fighter but its got useful abilities and as you say great against the shadows.............
Pin... pin-pin... pin-pin-pin-pin.... hehehe... (I'd laugh, and then probably concede that game...)

Its amusing that the Volron fighter seems intended to fight the Shadows and the shadow fighter very weak aginst the Vorlons :)

The Shadows really should sleep less and work more - Arrh what am I saying. I guess they are more like cats than spiders - although I suppose spiders do spend alot of time lounging arounbd too -...................rambled on a bit there sorry :)
 
Bit of a correction for full honesty - the Shadows Fighter Wing would be able to take an average of 36AD Standard shots to take out a wing since it needs two successful hits to get through in order to punch through the shields.
36AD, 18AD targeting each flight, expecting 6AD to hit each, 2AD undodged and that leaves 1 to take down the shield and 1 to kill the fighter.
 
I have read everything over last 4 days of this post & I have a suggestion why not just have shadow flights pay regular cost in campaigns instead of two times like normal
also make them 3 flights without changing any other abilities so they are not any better but they have a better survivability due to numbers without outnumbering other races by much more than they could before

after reading everything the above seems to make more sense to me

flame away if you must
 
somewhat off topic but I always find it slightly amusing when I compare the Psi Corps Shadowfury to the Shadow's Fighter, seems for once someone improved on ShadowTech and not the other way around
 
daishi said:
I have read everything over last 4 days of this post & I have a suggestion why not just have shadow flights pay regular cost in campaigns instead of two times like normal
also make them 3 flights without changing any other abilities so they are not any better but they have a better survivability due to numbers without outnumbering other races by much more than they could before

after reading everything the above seems to make more sense to me

flame away if you must

I would think that was resonable - unfortunately it seems from previous posts it is unlikely to happen. :)
 
one advantage i dont think has been mentioned which could be another bump up in cost for shadow fighters - they are the only fighters able to leave hyperspace by themselves.
 
katadder said:
one advantage i dont think has been mentioned which could be another bump up in cost for shadow fighters - they are the only fighters able to leave hyperspace by themselves.

If i understand the rules correct this will be only possible if i buy the fighters as a partol level slot and not for fighters carried in a ship - right ?

This could reduce the possible times to shot on the fighters directly but you will do this anyway ? What is the real avantages behind this option ?

It will be still a "bomber" that needs to get behind any enemy fighter / Anti-Fighter trait / Escort trait combination to hit a target. Even getting out of hyperspace close will not safe you ( or even slighty reduce the effectiveness ) from this defensive & partly passive options.

Please correct if I'm wrong ...
 
Dropping out of hyperspace close to the target means you achieve tactical surprise and evade fighter screens and AF pickets. You still have to brave the actual target's point defences, but you ought to get enough flights through in a concentrated attack to score some damage...
 
I would have thought that the big advantages of the shadow fighter would be the hyperspace mastery and the launch system (can't remember what it's called) on the larger shadow ships. You should be able to bypass most fighter screens or pick on and overwhelm vulnerable or isolated ships with ease. It could also be used to distract enemy fighters and draw them away from the rest of the shadow fleet before jumping into hyperspace.
 
Maybe it's just our group, but fighters don't go out front and 'screen'...they wait in the back to mug something that is already damaged. Fighters survive longest and affect movement most when kept as an ongoing threat, and are very effective at destroying cripples or other ships that 'get behind' the main elements.

Dropping in from hyper just seems a good way to separate your flights from your ships, letting the enemy get his off side weapons a workout.

Ripple
 
I'm a pretty new player playing against pretty new players so maybe it's not the usual tactice, but I find theres normally a swarm of fighters that dogfight each other in-between the two fleets in turn 2-3. This is what I mean by a fighter screen. I also find that fighters oftain go after other fighters, so the shadow fighters can draw enemy fighters to isolated parts of the battlefield before escaping to hyperspace.

The hyperspace/launch tube thing should compensate for the fighters slow speed (I'd prefer this to an increased speed). As for the off-side weapons, Hull 5, shields and 3+ dodge. This should be something shadow fighters are good at, even better than the Nial IMO as stealth can be beaten.
 
inq101 said:
The hyperspace/launch tube thing should compensate for the fighters slow speed (I'd prefer this to an increased speed). As for the off-side weapons, Hull 5, shields and 3+ dodge. This should be something shadow fighters are good at, even better than the Nial IMO as stealth can be beaten.

I would always trade the fighter Launcher for a higher speed. The Launcher is a specific option thats not always useable and does not work for bought Patrol flights. The launcher will only help you want to deploy the fighters "far" away. If there is still the "use Launcher or Shot" rule there is no really anything to decide at all ... i will shot :roll:

Stealth can be reduced and/or beaten - yes. But this is one defense option that will help a fighter not getting hit at all. And this is still the best defense IMHO. I would count stealth 5+ and Dodge 2+ better than a Dodge 3+ and ignore the first damage point in a one round.

I do not think that someone would use his Scout to reduce the stealth of one single flight ... :roll:
 
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