What would you say about running all scouts in low PL games? Or even in higher PL games taking nothing but Scouts, and thus leaving the Shadow Ships at home?
I've experimented with the all Scout fleet and it actually works. It's not a killer fleet generally but with stealth it's very hard to kill at range and this gives the Scouts time to get into range. Also, against Minbari and ISA it really is a killer fleet! (imagine no White Star dodge and stealth being one point lower the whole time.)
It all really depends on what you are playing against, like Hash said. They are a hit and run fleet. Using SM, the scouts can go to the aft on most ships and suffer few casualties. Dont let that 8" weapon decieve you, its still nasty. They also regen too, so alternating attacks between scouts, can sometimes help too.
I was actually looking at getting a 5 point Raid Shadow fleet at some stage, and I came up with one Shadow Ship, one Shadow Scout and the Shadow Fighters from the Shadow Ship.
I was actually looking at getting a 5 point Raid Shadow fleet at some stage, and I came up with one Shadow Ship, one Shadow Scout and the Shadow Fighters from the Shadow Ship.
Not insane but you have made one mistake thats easy to miss. You dont get the fighters from the shadow ship free you have to buy them seperately as independant wings
Now at my local club weve house ruled that shadows DO get their fighters free (and indeed said houserule applies in the upcoming tournament (along with the hull 5 hunter rule and Raid level EA Sags).
In my experience Shadow fighters are a minor nuisance at best and useless most of the time (dogfight +0, not that fast and not even particularly tough if they get shot at) Also shadows cant fire the turn they launch them (if they laucnh them using the fighter dispersal tube)
I was actually looking at getting a 5 point Raid Shadow fleet at some stage, and I came up with one Shadow Ship, one Shadow Scout and the Shadow Fighters from the Shadow Ship.
In my experience Shadow fighters are a minor nuisance at best and useless most of the time (dogfight +0, not that fast and not even particularly tough if they get shot at) Also shadows cant fire the turn they launch them (if they laucnh them using the fighter dispersal tube)
I always keep them in hyperspace if the scenario allows. They can shhot the turn they materialise and there is no advantage (apart from CQ depending on dice rolls) of assigning them to a ship as you have to pay for them anyway.
Depending on the PL of the engagement, buying tham as assigned to a ship, might make them less risky as a VP loss. I'd need ot have a good look over the rules to check.
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