Ships of the... Shadows

AdrianH

Mongoose
The Shadows are an interesting fleet. Though not quite as devastating as they appear on TV (otherwise nobody would want to play against them!) they do have some special tricks.

Manoeuvre
All Shadow ships are super maneouvrable - they practically disregard the usual movement rules, and their almost complete lack of allowed special actions is offset by the fact that what other races need special actions to do, Shadows just do anyway. Who needs "All Stop and Pivot" or "Come About" when you can turn as many times as you like? Who needs "All Power to Engines" when you can start with a 90 degree turn and then go double speed? Shadows have shorter range weapons than many races, plus they really don't want to be hit by big beams, so close in quickly and hit the enemy from sides and rear.

Weapons
Shadows can only fire one way - forward. Big ships have powerful beams, small ships have powerful pulse cannons. Make best use of the full forward arc because the enemy will probably have more ships and will use init sinks to make your big ships move before his. Useful trick: a speed 8, lumbering ship has to be somewhere on a line between 0" and 8" straight ahead unless it goes "All Power to Engines". Measure 4.5" straight ahead, then 5" out at a right angle, and even a Scout will guarantee to have that ship in its sights. A speed 6, lumbering ship will be in arc even if it does "All Power to Engines". In theory you could measure 5" ahead and 5" at a right angle, but measuring 4.5" ahead gives you a margin for error when positioning the ship.

Endurance
Shadow ships have shields to stop the first few hits, and self-repair plus automatic repair of criticals to reduce the effect of what does get through. But beware of beams - a heavy beam hit will pin the ship, making it useless for the next turn unless one of its friends can kill whatever pinned it.

Ships
Fighter:
Originally next to useless, the Shadow fighter is now a bit tougher as its shields work in dogfights and against antifighter. However, with a dogfight rating of +0, the shields usually just delay the inevitable, and a shield capable of stopping one antifighter hit is less effective than a weapon which outranges antifighter entirely. Don't waste FAP's on fighters unless it's a Patrol or Skirmish level game and you have a point or two which can't be spent on anything else.

Scout:
One of the most vicious Raid level ships in existence, and the Shadows' best defence against fighters because of its accurate gun. Two Scouts facing each other, 4"-6" apart, can cover each other against fighters. Moreover, because the enemy will probably concentrate his fire against your big ships, the Scouts will probably do most of the work in the battle.

Stalker:
Basically an overgrown Scout, with a tougher hull, better initial shields and a small version of the big ship's beam. Although P&P has given the Stalker the same stealth as the Scout, it's still of limited use unless the enemy has interceptors, although the longer reach of the beam may sometimes help.

Young Ship:
A diluted version of the infamous battlecrab, this mounts a beam with a respectable range, plus enough self-repair to actually make a difference. What it doesn't have is stealth. Expect the enemy to do his utmost to destroy this ship - get a few shots off while you can, but make full use of the distraction to get your smaller ships into position.

Ancient Ship:
This is the ship you've seen on TV. This is what sliced up G'Quans at Gorash 7. Due to the increase in the G'Quan's damage rating, you'll have a hard job slicing one in half in a single shot, but the Ancient Ship is still a formidable beast. For one thing, with its own damage rating of 150, it's harder to pin. Add in a shield twice the strength of its younger sibling and even more self-repair, and the Ancient Ship is one tough ship. But not invincible, so don't get too over-confident. The Ancient Ship comes with 6 free fighter flights plus a dispersal tube to send them most of the way across the table, which can be useful, especially if you're up against someone who has no fighters. And if the enemy decides that discretion is the better part of valour and tries to jump out, the Ancient Ship is the one with the jump point disruptor.

Final thoughts
If there is any cover on the table, use it. Hide behind it, use your longer range weapons to take pot shots, and be ready to charge out at double speed to get behind the enemy. The ability of beams to switch to a low power, all-round antifighter weapon, introduced in P&P, can also be used during this charge; you probably won't have anything in your forward arc, but at least you can do something. Next turn you're in position to use the beam to full effect. Let the slicing begin...
 
Good stuff!

How do you handle battles against players with tons of init sinks? Against enemies that don't use Lumbering ships it seems that you might end up never having a valuable target in your sights.
 
Democratus said:
Good stuff!

How do you handle battles against players with tons of init sinks? Against enemies that don't use Lumbering ships it seems that you might end up never having a valuable target in your sights.

Depends on the enemy - some fleets you can outflank and then carve up from behind - with even a 18" beam you have good flexibility with your weapons - against some fleets getting behind can quickly win you the game. Playing against Vree is more tricky.........

The other P+P enhancement is the Anti-fighter beam - whic allows you to deal with fighters - turning your main armament into a T ar mini beam with the accurate trait. You do have to declare in the move phase however.

Never used Merging or seen it use thus far.

Stalker is a good ship - its also Hull 6 which can make a big difference. Stealth 5+ can be horribily effective. Plus it can be used as a Antifighter beam at a respectable 9". Try and remember the 6+ dodge when you are fired at - can on occassion be enough to save it.
 
Da Boss said:
Democratus said:
How do you handle battles against players with tons of init sinks? Against enemies that don't use Lumbering ships it seems that you might end up never having a valuable target in your sights.

Depends on the enemy - some fleets you can outflank and then carve up from behind - with even a 18" beam you have good flexibility with your weapons - against some fleets getting behind can quickly win you the game. Playing against Vree is more tricky.........
Vree don't have beams, so you don't need to worry about being pinned. They also don't have interceptors. Scouts can have fun with them. :twisted:

As for lots of init sinks, it's hard to keep things out of arc of a 24" range forward arc beam. The main problem with lots of init sinks isn't finding a target, it's keeping your big ships out of the enemy big ships' firing arcs!

The other P+P enhancement is the Anti-fighter beam - whic allows you to deal with fighters - turning your main armament into a T ar mini beam with the accurate trait. You do have to declare in the move phase however.

Never used Merging or seen it use thus far.
I still prefer the traditional way of dealing with fighters, which is a couple of Scouts covering your big ship and each other. Turning the beam into antifighter mode does have its uses, e.g. if there are no Scouts nearby, or this is the turn you had everything go double speed to get behind the enemy. It's also useful against Blue Stars, as I found out at Kettering!

Merging is of very limited use. Merging two Young Ships takes two of your biggest ships out of action and gives the enemy the opportunity to kill both of them at once. Merging two Scouts is a waste of time, it only gives another +1 self repair to one of them, and when they split they lose their stealth and probably both get hit hard again anyway. Merging a Stalker with a Scout to give it 1D extra self repair might be useful if they can keep out of harm's way the turn they break apart.
 
Vree don't need beams :)

in Bigger games, they have hugely powerful L/R torpedo batteries (triple dmage precise)on a turret - very difficult to outflank. Most of their larger ships are more than avergae durability and they have excellent scouts........ Add in devestatignly powerful fighters and a fight against them with Shadows becomes a very tricksy game of maneuver - have played several recently.

Scouts are good against the smaller ships but in larger games have to be very careful if he has fighters - ehach one packing 7AD guns, TL can quickly ruin its day.

A few weeks ago lost a completely undamaged Shadow Ship with full sheilds and fighter as interceptor to a Vree Torpedo volley..........

good games - but hard work :)
 
How about Masters of Hyperspace? It's an impressive rule on paper, but how often does it actually make much of a difference?
 
Given that (a) regardless of what the rules say or don't say, Shadows have to use "Initiate Jump Point" to exit hyperspace, but don't get to delay exit for up to three turns the way everyone else can;and (b) not all scenarios allow hyperspace deployment; I'd say that it very rarely makes a difference. (Especially if the rule allowing Shadows to have all their ships in hyperspace if the scenario permits even one is specifically overridden. ;))

As for Vree, the Tzymm may pack a heavy punch but it can only move 10. So can Scouts and Stalkers. Keep out of their way as much as possible and have some fighters of your own. They'll probably be outnumbered, but you'll almost certainly win initiative and your fighters are faster, so you can let the Vree fighters move first, then have several of your fighters pounce on one of theirs.

By my reckoning, it takes three triple damage torpedoes to knock down a Shadow ship's shields. After that, assuming an average damage of 4.5, it will take 16 or 17 hits to kill a Young Ship. Either there were a disproportionate number of 666 criticals or there were a lot of Vree ships involved in that volley! In any case, since the Vree have no beams, pinning isn't a problem, so I'd be inclined to try my luck with more Scouts and Stalkers, and leave the big ships at home unless the scenario forced me to use them.
 
Master of Hyperspace is awesome 8) and incredably effective as you don't need to declare where you entering the table - this means that you can blithly declare you are exiting and let the opponent try and figure out where you will be shimmering into exisitance.

Vree fighters - the bombers have an effective range of 12-14" due to weapons - Scouts and Stalkers can avoid but the former can't if they want to fire! their great dogfighters have 16" (?) range. My fighter fleets were running interceptor duty at the time!

Several games have had or watched as big Vree fighter wings jumped Shadow Ships - 8 Tzymms generates 56 twin linked or AP, TL shots!! with the dogfighters stripping the shields that can really hurt :lol:

re the dead Shadow Ship - first time Ken fired at it - inflicted light damage - partially due to rubbish rolling (no crits with the precise missiles) and stirling interceptor work with the Shadow Fighter. Second time he did get the hits and crits - it went adrift, lost weapons and a 6,6 crit amongst other things! It was one War level Carrier and two battle level ships (although I think one did not fire all guns)

Large games - the Vree stick together and if you want to try your luck with the Scouts especially have to risk vast amounts of SAP, double damage (and similar fire) plus fighters. You really need him to fail those Stealth rolls - anything but a 1, anything but a 1 :lol:

its not impossible but I think they are one of the hardest for Shadows to deal with - on the other hand - many fleets have big problems against Shadows. I love fighting Minbari with them - despite their beams...........
 
to dateI have never seen the shadows defeat the Vree, by luck or judgement, the Vree player has always tended to batter down the Shadows in a tough but fair fight. This pleases me, and hopefully instead of a walkover (again) the Shadow player may get to meet the Vree player in the tourney ;-)
 
AdrianH said:
Given that (a) regardless of what the rules say or don't say, Shadows have to use "Initiate Jump Point" to exit hyperspace, but don't get to delay exit for up to three turns the way everyone else can (b)

Really? :? - we play they have to wait a turn as everyone else to enter play but can also delay as normal.........
 
Nope they can't delay entry. The Hyperspace mastery states that they enter the table at the beginning of the next turn. Therefore no delaying, and you have to wait a turn too - but don't have to specify where you're going to come out.
 
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