Some thoughts on the Gaim...

Hmm, new rule methinks: counters should be made of cardboard, at least as thick, rigid and heavy as the Mongoose ones. They should be a good representation of the ships they are standing in for.
 
Our local league player Adam managed to field 108 fighter flight minis with no counters! They weren't all Gaim minis, and he had to borrow off other people, but it was quite an impressive sight. If someone did that then fair enough! But little squares of paper, no thanks, I'd refuse to play on the premise that it's just crap.
 
Da Boss said:
just like the other Gaim player :)

I played the other Gaim player (Richard) and I thought his fleet was fine, and I'd never faced Gaim before.

My problem was that combination of the Hyperspace Storms rules and a Gaim opponent meant for a pretty dull game - the e-mines of the Gaim weren't really troubled by the 4+ stealth that I gained, whereas most of my fleet was troubled by his 4+ stealth on all his ships, fighters, and breaching pods. Couple that with CQ on 6+ tests for each ship required at the end of every turn (to avoid being lost in hyperspace for eternity!), modified by +1 for firing and +1 for performing a SA, it was a table just purpose built for a Gaim fleet with their +1 CQ!

I would've relished the challenge of facing Richards fleet in normal space! Not so sure about the "other" one though.....

EDIT - I should add that Richard did have an awful lot of painted and based fighters and breaching pods - it wasn't just counters!

Regards,

Dave
 
Hey, I have some e-mines of my own, so I'd have probably been well equipped to deal with them in realspace. The G'Kariths 8AD e-mine may not be SAP or TD but it is remarkably effective at clearing waves of fighters and breaching pods. I just couldn't break the hyperspace stealth for the life of me with any other weapons, so when I started losing ships to hyperspace I had little option but to bug out.

Dave
 
Kill his Queen ships and he'd have been a bit screwed.......

CQ 6+ you say... without a Queen he would take -4 CQ penalty, which would mean that even if he fired and managed to perform an automatic SA, he's still need 4+ to avoid being lost ;)
 
in hyperspace mike tryed to break the stealth on my warlock ... but rolled a 2 so i was happy .... well extatic and never lost my warlock.
 
Burger said:
Kill his Queen ships and he'd have been a bit screwed.......

CQ 6+ you say... without a Queen he would take -4 CQ penalty, which would mean that even if he fired and managed to perform an automatic SA, he's still need 4+ to avoid being lost ;)

had his Queen ship boresighted every turn, he was only moving it 3 inches a turn.
 
Foxmeister said:
Da Boss said:
just like the other Gaim player :)

I played the other Gaim player (Richard) and I thought his fleet was fine, and I'd never faced Gaim before.

My problem was that combination of the Hyperspace Storms rules and a Gaim opponent meant for a pretty dull game - the e-mines of the Gaim weren't really troubled by the 4+ stealth that I gained, whereas most of my fleet was troubled by his 4+ stealth on all his ships, fighters, and breaching pods. Couple that with CQ on 6+ tests for each ship required at the end of every turn (to avoid being lost in hyperspace for eternity!), modified by +1 for firing and +1 for performing a SA, it was a table just purpose built for a Gaim fleet with their +1 CQ!

I would've relished the challenge of facing Richards fleet in normal space! Not so sure about the "other" one though.....

EDIT - I should add that Richard did have an awful lot of painted and based fighters and breaching pods - it wasn't just counters!

Regards,

Dave

Interestingly several people commented to me that they would at least have a go at Richards fleet whereas the other fleet was just too broken..........and yes he had ships and nicely done obvious counters as to what they were.

I don't think anyone had a bad word to say about him :)
 
Burger said:
Kill his Queen ships and he'd have been a bit screwed.......

CQ 6+ you say... without a Queen he would take -4 CQ penalty, which would mean that even if he fired and managed to perform an automatic SA, he's still need 4+ to avoid being lost ;)

well except for the flight computers giving him CQ 4 regardless :roll:
 
Da Boss said:
well except for the flight computers giving him CQ 4 regardless :roll:
Ohh, yeah. Those pesky Gaim and their advanced technology that they were hiding all those years and didn't tell anyone about!!!
 
Burger said:
Kill his Queen ships and he'd have been a bit screwed.......

CQ 6+ you say... without a Queen he would take -4 CQ penalty, which would mean that even if he fired and managed to perform an automatic SA, he's still need 4+ to avoid being lost ;)

Ahh, but that would require being able to get into range with my single long range boresighted weapon and breaking stealth (at 5+ due to range) consistently all the while managing to take out wave after wave of dodging stealth fighters........ Possible? Yes. Probable? No!

Regards,

Dave
 
I took down two of Richards Gaim. and in theory would have taken 2 more in the next firing phase, however in doing so all my destroyers and light cruisers had been boarded, and no doubt my battle cruiser would have been next, and multiple waves of crewed missiles were tryingt o crit fish the mothership!
 
Hi Guys,

Better be quick cus I'm at work, will post my report on the campaign weekend later tonight when I get back home, though to sum it up I played 6 and won 4.

I played the Gaim in my final game on Sunday, facing Richard's fleet with my EA crusade

1. Omega (Refited 8AD on Boresight Beam)
2. Marathon
3. 2 x Appollo's fitted with the Ben's funded purchase of the sunstreak missile
(Range 30, sap, precise & Triple Damage)
4. 4 Chronos

I went into the game with a great deal of trepidation believing that Richard and his Gaim would tear me a new one (I had previously seen some of Ben's game). In actual fact I mange to win the game and dare I say it secure the title for the EA, mainly by hiding my Chronos' and Marathon behind an astroid field and destroying 2 of Richard's Motherships from long range with the Omega and Apollo's.... giving me a total of 40 VPs.

Admittedly, I did have Dave's mimbari jump in on the last firing phase and unload a wad of beamy death at point blank range on the 2nd mothership.

Overall I found the game really enjoyable and Richard a very fair player with a challenging and interesting... but not cheesy fleet.

I hate to complain about Ben's fleet, mainly because he jumped in to help me on my second game, though he didn't really make any impact ........ but I would not have been impressed if I had had to have fought his fleet. Christ, Ben looked bored senseless half the time and on one game I witnessed didn't even deploy all his fighters becasue he couldn't be bothered.

My personal view on fixing the Gaim is that once their fighters convert to guided missiles, because they are overheating their reactors etc etc blah blah, if they are shot down (and my Omega did some serious destruction against them with its Pulse cannons) they explode but with a 3inch blast radius (like an emine). Therefore any other Gaim or other ships within the blast radius rolls a single AD against. Problem solved......... destroy one Gaim fighter and the chain reaction could potentiall take out a load others.

Thats my two penny worth anyway.
 
Problem with that is that your AF defences become irrelevent. Shoot down the attacking flight and it still hits you with maximum effectiveness. I'd rather see them have only one turn on the board as missiles before exploding in space, so you have to choose when to convert them.
 
Lord David the Denied said:
I'd rather see them have only one turn on the board as missiles before exploding in space, so you have to choose when to convert them.
Yep, gets my vote!
 
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