Shadows Q&A

Fighters move last, so will never be in arc of the shadow beams, and have no real reason to 'pack up' against the shadow ships..

Troops are necessary for some scenarios, and are very useful against anything but the shadows/vorlons. Don't just think in terms of a duel between the ships, think in terms of what can this ship do for me against a majority of foes.

Same thing for interceptors, shadow beams ignore it, but their fighters' and scouts' weapons don't. Against most everybody else it's useful.

Yes, the shadow will out maneuver the Warlock, unless the EA player takes a single point and buys way down to patrol, which the shadow player cannot do. Now even though you are SM, you'll find yourself out maneuvered.

Your assessment of the T-bolts does not take into account crits if the shields are knocked down for them or they wrack up the yahtzee moment. Four T-bolts have 8 AD, vanilla, 8 AD AP between them... so they are hitting roughly 4 times a turn. Shields would bounce it on average, and self repair does indeed cover an average of 7 a turn even if shields are removed... but... you aren't likely to hit an even average per turn... so some turns you'll get none, other turns eight or twelve. One of those turns you pull a good crit and you can punch out a trait for a turn or two, or jack pot the 6-6 and drop 24 points on him. As the young cannot hit the T-bolts without their consent due to movement sequence and size of arcs etc... unless there is a turn limit in the scenario the young will eventually lose... it's just do you have the time to wait for the dice to come around to the right set of rolls.

Your right about the psychic abilities being rare outside of a campaign, but it is still there.

As said above, yes the EA will lose initiative and that will make getting a beam on the Shadow harder, unless the EA buys down. Shadows can only buy down to raid, EA has a deadly beam at raid and can buy all the way down to good patrol ships. Yup, they'll lose initiative, but that just means they fire second with their big ship lined up (or worse the squadron of hyperions... far more dice and not as likely to be lost to precise beams).

Close Blast Doors the warlock and you get a 5+ save vs all damage and crew scored against the ship. Yes you can only fire one weapon while doing that, but at some ranges or positions you don't care, at other times its worth the limit to firepower. Since roughly a third of all damage done to you goes away I called that a third bigger... my terms are probably not right there, math is something I tend to do by feel.

One on one, you bet, younger vs Warlock, younger wins unless there is no turn limit (annihalation scenario, fighters win), a luck crit (warlock has precise missiles, younger gets a lost trait, goes adrift, loses weapons, gets the -4 speed while still well in front of the warlock, gets a few -1 AD crits), the fighters pull get a good turn going or the EA (assume third age so +3 with the command bonus vs the +6 on the shadow, EA still wins a good bit) get the line up and pins you. Just saying with all the options for a lucky roll, it's not as unlikely as you'd think.

Right Hand of God mentioned the vorlons in his comments that the shadows and vorlons got the short end of the stick in second ed. Your responses is what I've largely been responding too, in which you tended to claim they were better off than 1st ed, and verging on over the top for the shadows.

I threw them in for completeness in my response, you didn't give any specifics in the first part of your response so I didn't go into it either really, and kept the specifics for the shadow vs others questions. So far I haven't seen good evidence that the shadows are broken locally due to the weaknesses I've talked about (pin, fighters, lack of sufficiently low pl sinks, vulnerable to trait/maneuver/AD-arc losses).

I am certainly open to being convinced though I just don't think the one on one comparisons are a good bet for doing that. You need to look at how does that interact with other ships due to initiative system, bore sight is posited as a big limitation for the warlock, and it is, but much less so than against other opponents due to the shadows not being able to buy down far enough, etc.

What you put forth was that the shadows were leaning to being overpowered, and you had not mentioned how you were getting round the list of weaknesses I have above, so I threw them up. You answered some of them, but I've put up a few counters to your answers... discussion...

Anyway... round two... ding....=)
 
Shadows have a good if sadly too small fleet list.

Ripple means that a Warlock can use Close the Blast doors to avoid 1/3 damage crew (approx) where as the Shadows can not.

Beams eliminate fighters - really? Only if they are stupid enough to go in your front arc - fighters can excell in stripping /reducing the shields to allow proper guns to hit the Shadow ships.

re Initative well remember that the Warlock gives a +2 bonus so its +4 vs +6 (good odds for Shadows but not gaurented) if they have scouts - well the EA player should have In sinks to help out the bore sight issue.

Alot depends on the terrain - if there is any and the scenario - if the Shadows can jump or not, distance apart. Shadows are actually I find a more challenging fleet to play than say my Centauri or others - you need to be much more careful and conscious of terrain, hitting and running etc - the Centauri are far more forgiving. They Shadows are not weak except the dire fighters (and perhaps the stalker could be a little stronger - not sure) but they are no overpowered. They also have one gun so it can be very hit big or miss totally with no back up - esp on the big ships and of course a weapons crit hurts for a turn.

Why is it balanced if the "the Shadows will auto loose low level scenarios?" - they don't auto win higher level ones -that is not balance.

Fighting the Vorlons I have found them very durable in the main - only really going down when they loose AA trait - I have had three Shadow Scouts firing on a transport and only got it down to half damage.
 
Alright thanks for the help although some of the answers sounded a bit off those are what I will go with until I hear otherwise. Here are two more I could use some help with.

5) Can a Shadow Vessel be subject to a crit if they still have shields?

6) Do Shadow Vessels explode when dropped are enough in the negative. They did not in 1st but I have having trouble locating that in 2nd.

Once again thanks in advance!
 
Shield interaction comes before the roll for bulkhead/solid hit/critical hit.

Each hit removes a number of shield boxes equal to the damage multiplier, if there are not enough boxes, you absorb as many hits as you can you fully absorb plus one full hit if you can absorb any part of it.

Any remaining hits are rolled for normally. Thus you can suffer a critical from a weapon system that hits you while your shields are up if it does enough damage to push through.

And yes, they changed it in second ed, shadows (and vorlons) now explode like other ships. It is not a change that is easy to note, because they simply dropped that rule, so you find yourself searching for something you know must be there somewhere.

Ripple
 
To Ripple:

Fighters move last, yes, but that doesn't mean they'll be on him first tiurn and the Shadow ship can always use the special maneuver where it doubles its speed as a means of putting distance between the two.

Name a single scenario where troops are necessary to a fleet who's ships are ALL atmospheric. Yes, I said ALL and that includes the effin' Armageddon.

Anyone that counts the Shadows fighters in the equation needs to go back and reread their section in the book. One thing I'll concede to is the fact that their fighters, partially due to stats and largely due to numbers, are a joke. As for their Scouts...well, I'll take great comfort in know i can protect myself against their raid. *rolls eyes*

As to the T-Bolts, well I don't know what kind of math your doing, but 8 AD against 10/5 shields that block crits equals not much damage. At best 3 of the Ad, after a round of firing, can bust through and if you're counting on 3 dice in destroying a War vessel then you're delusional. Especially since it's real easy for the Young to stay out of the Warlocks arcs/firing range.

They are only there if someone plays Psi Corps and not many people do...

No matter how many initiative sinks I have and irregardless of whether I win initiative or not, it's easy to stay in the side arc of a ship with only a single 45 degrees turn. Sure I can use come about, but that's hardly reliable. And that's not even to mention the fact that a Young can easily one hit a battle, I've seen one do enough damage to do such regularly, let alone enough damage to pop a lowly raid, skirmish or patrol. Initiative sinks are only useful while alive and it's both easy and quick for the Shadows to eliminate them and, unfortunately for me, it's a much harder trick for me to drop those pesky Shadow Ships than it is for them top pop me, so it's not stretch to assume that the Shadows could drop my initiative sinks before I could cause too much damage.

And Close Blast Doors & Activate Defense grid is unreliable at best and, even with good rolling, can only hold a ship together for so long. But what's the point of surviving if you can't hurt your enemy anyway?

And it's good to see you did listen to at least some of what I said, since you changed your opinion on who would win the fight. Previously you said the Young would lose every time.

I must've missed the Vorlon reference. Sorry about that.

And that's funny, because I've run into really good evidence that Shadows are broken locally as well. Though our finding say that their broken in a more overpowered sense...Still need more testing before I declare an absolute, which is why I said I favored more in the direction of overpowered and hence did not say that I believe them to be, because I'm still not convinced one way or the other as of yet. Oh, and when a ship regularly gets 12+ hits with a precise triple damage weapon something is wrong... 36 damage before crits is pretty effin' nasty, especially when you consider that crits could easily add another 10-20 damage...Easily! Sure my Warlock as a beam that's identical when you remove precise, which make MUCH, MUCH, MUCH more difference than most people give credit for, but then it's also boresight so I can't guaranty use of if every turn.

So you're saying the Shadows are balanced by the fact than they force me to use ships that I wouldn't use normally...Yea, it all makes sense now, balance is based on one fleet fielding exactly what they want to while forcing the other fleet, if that fleet wants a chance in hell, to use ships that the possessing player has no desire to use. That's what makes the game fun, right?

Let's see, weaknesses...

Telepathic Disruption: This ability only has a 12" range and only 3 ships, outside of campaigns, possess this trait. 2 of the ships have a speed of 6, while the last remaining vessel has a speed of 8. When you combine the 18" range of the Stalker, combined with it's speed of 10, and the 24" range of the Ship, combined with its speed of 8, make this a weakness that is extremely simple to avoid. Oh, and only 1 of those 3 ships has any weapons worth mentioning and said weapon is a boresighted beam on a speed 4, hull 4, raid ship.

Physical Disruption: This weakness can be a real pain in the butt when fighting certain fleets. Any fleets with forward beams with at least 4 AD are a real threat. Any fleet with boresights will be of a much lower threat. I don't really see anyways around it, other than staying out of the beam arcs which is a real possibility with Shadows, but it wouldn't be a true weakness if there were any easy way out. I have no way of protecting against beams, mini-beams or e-mines with my interceptors and in the same way as that, this is just a fact of life they have to deal with. At least they have self repair, a good amount of hit points, shields and the ability to auto repair any and all crits received during this time; which means, unlike any other non-Ancient fleet, they have the ability to recover from something like this. Any other fleet, such as my EA, would just be royally screwed. Oh way, there is a way around it, and that would be to kill the ship responsible for pinning them. Doing such removes the pinning effect, which means it's actually possible to rescue a ship from being pinned before it suffers any real effects...wish I could rescue a ship from being vulnerable to beams, mini-beams and e-mines...

Fighters: Scouts have accurate weapons and, unlike most people it seems, I know that Shadows have the SM trait which means it's EXTREMELY easy to set up angles of kill zone to eliminate fighters.

Buying down: I don't know how well you've looked at the Crusade list, but buying down options are rather limited there when you consider that you have to dip down into Skirmish and Patrol guaranty numbers greater than the Shadows. My only options are the Assault Hyperion, which is entirely worthless outside of a planetary assault, the Myrmidon, which has an extremely short range and utter lack of any real hitting power, and last, but certainly not least, I have the Chronos, which is an excellent ship though it's not too fast ans is limited to short range. None of the afore mentioned ships are plentiful on hit points, though the Assault Hyperion is the best off out of the bunch, which means it's not hard to thin my ranks both quickly and efficiently.

Trait removal: Not a valid weakness since all fleets are prone to this. I'm just as screwed if I lose my interceptors, in fights against other fleets, or if I lose my anti-fighter, again against other fleets, or if certain other fleets lose GEG, Adaptive Armor, Stealth, Carrier, etc... The Shadows can survive for a turn with out shields or self-repair. SM isn't a trait that can be removed and it should be the first defense and, in my opinion, is the best defense the Shadows have.

Arc loss: Considering the fact that they'll auto repair it on the following turn there's nothing to discuss. Just sit back out of range and in safe arcs, then let your shields and self-repair kick in and take advantage of the little break. Lemons into lemon aid and all that...

Now, as I said, I lean towards overpowered but the jury is still out. To be honest, there's nothing you can say to change my mind at this point. I want to see them first hand before I go making a decision. I've heard analysis and opinion. Now I need first hand evidence and that will come with time. I'll admit that after the game I had tonight against Shadows I think the problem is more the new beam rule than the it is inherently the Shadows, but still still possess a very powerful version of an at least somewhat overpowered weapon type. This wouldn't be as bad if they weren't able to use it 100% of the time. Getting behind them, or even beside them, unless the Shadow player allows it is damn near impossible with most fleets. I think the beam rule should be 4+ then 5+ and then 6+ from then out. That little adjustment would go a long way towards fixing both beams and Shadows imo.
 
Shade of Black said:
Alright thanks for the help although some of the answers sounded a bit off those are what I will go with until I hear otherwise. Here are two more I could use some help with.

5) Can a Shadow Vessel be subject to a crit if they still have shields?

6) Do Shadow Vessels explode when dropped are enough in the negative. They did not in 1st but I have having trouble locating that in 2nd.

Once again thanks in advance!

A) We already determined that it does stop crits.

B) If it doesn't say they don't explode then you revert to the default, and the default is yes, all ships explode. Page 9 of the main rule book under "Stricken Ships". Aside from that there's nothing to locate.
 
Few things in your reply to ripple (note I have just run Shadows in a campaign):

You say it is easier to set up firing arcs to catch fighters - er are we still talking about 1 ship on its own or a fleet - if the latter - its a possibility if
you sacrifice the firing of your raid level or higher ships..........

Beams are now much more unreliable - they seem to either hit with a couple of dice/none or hit big - rarely in games do they hit the magic number of equal to their AD. The Shadows therefore - a bit like the Minbari/Drakh/ISA/Vorlons - have the opportunity to smash people with their ships but also as they only have one gun(Like Vorlons) - if the ships misses then its very bad as that is ALL the firing from your battle/War level ship- yes 3 or 6 AD can miss - it happened in a game on wednesday and it happens more often that you like when you are firing - less than you would like if youa re being fired at.

Reparing crits is wonderful but remember that if you do get hit properly you tend to get movement crits etc - which can make the whole - oh just run and hide difficult...........especially if there is no terrain.

Scouts - you are dismissing them as irrelvent - again is this a comparision of 1 ship or the fleet - often that is the only thing the shadows have that is worth fielding - esp in a campaign when your opponent is bidding -3 to your +3 (unless its Vorlons). Its guns are very powerful but the interceptors is a great defence - which only partially deplete.

Pinning - one on one if you are pinned you are dead - if there is a fleet well yes you can try and kill the ship - but it is not a given thing - especially if your main ship is now helpless............that is where the scouts trying to kill your Warlock would have trouble.

Close blast doors - have you used it? it is very effective - epecially at range when you can only fire one gun on many ships. it should save 1/3 of the hits coming in - roughly - and that includes those from criticals - it is often in games we play, very powerful.

when you say local evidence - be intersted in hearing more, what level games did you play and was it only against EA? You talk about the Beams - well thats a triple damage weapon - same as White Stars, some Minbari, Victory etc - again all forward arc, all precise, - you are really not going to enjoy fighting the Light Cruiser with its Quad damage, precise beams :shock:

Almost all EA players I have ever met use initiave sinks as standard - beacuse of the boresight rule - or you don't get a shot on ships that matter. It's not just against Shadows but against all opponents - if possible you really need to have at least as many ships as they do. Also see the discusions on how people use In sinks - not always actually in combat but hidden so they survive.

Trait removal - yes some other fleets have same problemss- take out the stealth and adaptive armour of Minbari and Viorlons and they usually die very quickly. I am not saying the Shadows are weak but I don't consider them overpwowered - they are a strong fleet - especially if like my friend Ken you use them as they should be used. However they suffer unlike all (except Ancients and pos Raiders) other fleets in having NO (IMHO) viable choice below raid.

When you say sit back and say get out of range and arc - one is maybe possible depending on your oppoent (ISA, Minbari, maybe Centauri can make it very difficult) - seldom both and certainly not if you want to fire back.

However, as you say at the end of your reply the only real way to find out is to see them in action..........
 
SylvrDragon said:
Shade of Black said:
Alright thanks for the help although some of the answers sounded a bit off those are what I will go with until I hear otherwise. Here are two more I could use some help with.

5) Can a Shadow Vessel be subject to a crit if they still have shields?

6) Do Shadow Vessels explode when dropped are enough in the negative. They did not in 1st but I have having trouble locating that in 2nd.

Once again thanks in advance!

A) We already determined that it does stop crits.

B) If it doesn't say they don't explode then you revert to the default, and the default is yes, all ships explode. Page 9 of the main rule book under "Stricken Ships". Aside from that there's nothing to locate.
A) It stops hits, before they even turn into crits. So its a moot point. They don't stop "crits" because you never find out if the hit would have been a crit or not. Well I guess technically that means they do stop crits, because to get a crit requires a hit, and shields stop hits...
 
A) It stops hits, before they even turn into crits. So its a moot point. They don't stop "crits" because you never find out if the hit would have been a crit or not. Well I guess technically that means they do stop crits, because to get a crit requires a hit, and shields stop hits...[/quote]

Semantics.
 
SylvrDragon said:
Burger said:
A) It stops hits, before they even turn into crits. So its a moot point. They don't stop "crits" because you never find out if the hit would have been a crit or not. Well I guess technically that means they do stop crits, because to get a crit requires a hit, and shields stop hits...

Semantics.
Well possibly. But if people are asking the question "does it stop crits" then they must be doing something wrong. So an explaination is a good thing.
 
Look, this is not a matter of do the Shadows have weaknesses or not. This is a matter of do the weaknesses out weigh the strengths? Most of their weaknesses can be overcome in one way or another with out increasing the costs of their ships. The only way I can overcome mine are to effective pay anywhere from 50%-100% extra just to make my ships usable at all. You don't need Scouts on the table for either of thwe Shadow Ships to be extremely nasty. I am FORCED to take patrols and skirmishes for the Warlock to be anything other than an oversize and, for for being a War level, underpowered Apollo. This means that not only is the Young a better overall ship, but it als effectively costs less since my Warlock costs me a War as well as a couple of patrols or skirmishes. This wouldn't be so bad if the skirmishes and patrol I were taking taking were capable fo doing something to the Shadows, but with their max of 12" range I'm afraid that they aren't going to do a damn thing before getting blown up which means I just paid extra points so that I might get a chance of using my Warlock to its full potential. Can you honestly tell me that a ship is balanced when I'm required to effectively expend 25%-50% more points to kill a vessel of the same PL as mine? This is made worse when I know that this same War, unlike mine, has the very real potential of being able to destroy my Armageddon which means that not only do I have to spend more to kill him, but that he is also able to spend less to kill me? Balance is determined by how many points it takes to kill you and how many points you can kill. It takes at least 1.5 war points to kill a Young and a Young is easily capable of killing 1.5-2 war points by its self. This equals an unbalanced ship.

Oh, and what the hell are you talking about when you say beams are less reliable? You really need to work on yoru math bud, no offense. Hitting my ships continually on a 4+ is MUCH, MUCH, MUCH!!!!!!!!!!! more reliable than hitting them on a 4+, then 5+ and then 6+. Go look at my list, I can field hull 6 ships in skirmish as well as both battle, war and armageddon. This wouldn't be nearly as bad if, as I mentioned before, I were able to hit his ships with my beams with out having to spend points beyond the beam wielding ship to do so. As I said, my bigger problem is with that idiotic new beam rule. It really, pardon my French, fucks over the Crusade Era EA.
 
Burger said:
Well possibly. But if people are asking the question "does it stop crits" then they must be doing something wrong. So an explaination is a good thing.

Considering Shade of Black is in my local gaming group then no, my answer was sufficient because I do know what he was, or was not, doing wrong.
 
A little side not in case you didn't quite get the impact of my latest large post. I pay more points to field handicapped ships. Just think about that before you reply.
 
ah what the hell eh.

Stop bitching because one ship is better than your Warlock.
ISA crush shadows, Gaim can crush shadows, it's all swings and roundabouts. If your Warlock can't hack it TAKE SOMETHING ELSE! their is not, nor is their likely to be 100% balance. Each fleet has it's strengths and weaknesses, always will do. My 2 trolligans got boned by a sharoos in a tournament. 2 battleships should have been able to cut it, but they didn't tough break, life goes on for me, I'll try something different.

you give the distinct impression that you will continue to argue until everyone in the world agrees with you, they won't, grow up! you are entitled to your opinion as much as the next person, and thats it, Opinion, everyone has one, they are different. Accept it would you.
 
SylvrDragon said:
Burger said:
Well possibly. But if people are asking the question "does it stop crits" then they must be doing something wrong. So an explaination is a good thing.

Considering Shade of Black is in my local gaming group then no, my answer was sufficient because I do know what he was, or was not, doing wrong.
Well sorry for not psychically knowing that. Plus other people may be reading this, who can learn from a more complete explaination of why shields stopping crits is a moot question. So please grow up and stop trying to say that your answer was somehow "better".
 
Edit:

2 fleets being able to beat the Shadows doesn't make them balanced. And when the hell did the Gaim become able able to beat the Shadows? Have you witnessed this first hand? Oh, and congratulations on being able to completely read my posts. I stated no one could change my opinion at this point in time, so don't act like you came up with some revelation. I stated that I've read opinions and analysis, and that now I need to see field data. Opinions are just that, opinions. In the end an opinion is what someone thinks, thus it is not necessarily fact.
 
Burger said:
SylvrDragon said:
Burger said:
Well possibly. But if people are asking the question "does it stop crits" then they must be doing something wrong. So an explaination is a good thing.

Considering Shade of Black is in my local gaming group then no, my answer was sufficient because I do know what he was, or was not, doing wrong.
Well sorry for not psychically knowing that. Plus other people may be reading this, who can learn from a more complete explaination of why shields stopping crits is a moot question. So please grow up and stop trying to say that your answer was somehow "better".

I answered him, because has asked. My answer was sufficient, not better and I said such. Stop whining because you apparently can't read as well as this "child".
 
Beams - As I said they are not reliable - not that they are not powerful - Your 4+, 5+, 6+ rule is an idea for a variant or a correction but is not the rule we play with at present.

Yes you keep hitting on a roll of a 4+ but you have to get that 4+ to hit intiially - every dice has a 50% chance of hitting initially - yes you can get stupid numbers of hits and sometimes you will miss totally. The old beam rules had a armour mod (for good or Ill) and so you could be hitting on a 2+. How do you claim it is particuarily detrimental to Crusade EA when they have beams - if anyone can claim foul its the Vree and Dilgar - they don't use Beams - EA do - quite good ones - not the best but quite good.

now, from reading your post, your problem is that you need In sinks to try and hit the Shadow ship - thats cos you are Boresight and thats a totally different argument as to how well it works.

(maths not my strong point Burger /Greg can correct if they are bored as they is much better at it :) )

Handicaped ships - again thats an issue with boresight NOT Shadows or Beams - different issue / different argument. Also I presuming your example is a 1 pt wart level scenario - well then yes you would not take just a Warlock you would take a number of ships that add up to your 1pt war - you will notice elswhere people arguing the problems or mutiple ship fleets vs single ones.

So you have played one game and the issue is decided? If the Young Shadow had hit with 4 dice from its beam - no criticals, would it still be broken? Seen it happen and worse. The better mathmaticians on here say that the average hit from a beam is equal to its AD - not sure it quite works but if true than a Shadow ship should do - 18 damage, plus maybe 2 crits - now as was mentioned if you are on Close blast doors you may be able to absorb a 1/3 of them.

Look, try them out some more - see what happens - try out the EA crusade against them with say 5 pt Raid or 5 pt Battle - see what happens. Be aware that at present the boresight causes a problem for your big ships and try and work round it whilst it remains the rule. If it really screws your ship over - come back and tell people how it did and why - maybe it might help to get it changed or maybe people will help with how to work round it.

Its very tempting to cry Unbalanced - i have been guilty of that myself in the pst when hammered its a natural reaction. The Gaim at the last tournament were almost unstopable except by other Gaim but we had a quite civilised discussion on here how to stop them.

The Warlock is a powerful ship, good guns, fighters, exceleltn all rounder, command etc but it works best with escorts

re the Chronos - Since when was 12/15 " short range - the Narn would kill for that sort of range - with traits as well!!!! AP, Double damage turret works nicely against Shadows. Its a good ship - its not a Maximus but then thats a Centauri ship and therefore better :)
 
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