The Gaim have a number of special rules / abilities that on their own are fine but taken together make them i think potentially overpowering.
The range and the fact that the emine launcher is a turret so you can't outmaneuver them. It totally ignores the defences of several races who have hull 5 /4 (morshin, Leshath) - ISA, Minbari, Drazi ( I don't play these) speed is relively unimportant if youa re at the back of the table moving along the edge.
the CQ bonus
the "weakness" of the loss of queens is really only a VP thing as flight computers compensate
Dynamic squadrons allows them to fire en masse at one target at huge range
the rolling of 2 dice (always first) in boarding
majority of their ships are hull 6 and have interceptors so only beams can really have a chance at range.
Whilst you/we all can house rule about breeching pods / contact the actual rules are either vague in measurement or opposed to your house rule in breeching pods.
They have a vast number of fighters (with durable carrier - damage points/crew/interceptors if not hull) with fleet carrier bonus and a way to easily clear any defending fighters.
One player at the campaign weekend took a fleet of 2 Battle Queens and 6 Carriers - 144 fighters from the carriers alone :roll:
Certain fleets just die against them - ISA for instance, and this means that games can be complety pointless and if the only way you can beat a fleet is by tailoring it specifically to beat them - there is something wrong. For instance My tournemnt fleet is capable against any other fleet but has no real chance against the Gaim - esp at range. I lost a battle and a skirmish with 2 more cirppled last time before I got in range of his fighters never mind the ships themselves...........
Whilst you may play to the spirit of the gaim (sic) - sadly others do not..........
The range and the fact that the emine launcher is a turret so you can't outmaneuver them. It totally ignores the defences of several races who have hull 5 /4 (morshin, Leshath) - ISA, Minbari, Drazi ( I don't play these) speed is relively unimportant if youa re at the back of the table moving along the edge.
the CQ bonus
the "weakness" of the loss of queens is really only a VP thing as flight computers compensate
Dynamic squadrons allows them to fire en masse at one target at huge range
the rolling of 2 dice (always first) in boarding
majority of their ships are hull 6 and have interceptors so only beams can really have a chance at range.
Whilst you/we all can house rule about breeching pods / contact the actual rules are either vague in measurement or opposed to your house rule in breeching pods.
They have a vast number of fighters (with durable carrier - damage points/crew/interceptors if not hull) with fleet carrier bonus and a way to easily clear any defending fighters.
One player at the campaign weekend took a fleet of 2 Battle Queens and 6 Carriers - 144 fighters from the carriers alone :roll:
Certain fleets just die against them - ISA for instance, and this means that games can be complety pointless and if the only way you can beat a fleet is by tailoring it specifically to beat them - there is something wrong. For instance My tournemnt fleet is capable against any other fleet but has no real chance against the Gaim - esp at range. I lost a battle and a skirmish with 2 more cirppled last time before I got in range of his fighters never mind the ships themselves...........
Whilst you may play to the spirit of the gaim (sic) - sadly others do not..........
