Da Boss said:
Also remember hyperspace/JPBombing/all ships having AJP - if it allows - its very useful for a Tigara to drop in next to an enemy ship and pulversise it. Like the Shadows its a joy to be able to use it and very scary to face............
Tried it, but you gotta roll a 6 in most games to pull it off, unless you get some good crew qualities. Therefore it's not that effective.
One more thing - both players saying stealth is not good enough also mention that - "with bad rolls from the opponent they wiped the floor with them" what proportion is it and if it was more would not the broken flag come up from the other side..............?
In case you don't want to read a long post, no he didn't feel they were broken in the other direction. He completely acknowledged his poor dice rolls.
The one game it happened in was a 6 War game, Carrier Clash.
As it was my friends first time playing against the Minbari I just took a bunch of stuff with no real rhyme or reason. So did he and he chose to ignore my advice to take a Scout.
He had approximately, maybe a little more or less, exact ships and numbers are hazy. It was over a month ago.
1 Adira
1 Octurian
3 or 4 Elutarians
2 Liati
8 Vorchans
I had approximately,
2 Sharlins (one standard and one varient)
1 Troligan
1 Morshin
1 Veshatan
2 Leshath
1 or 2 Tinashi
1 or 2 Teshlan
7 Torotha
In this case he rolled an ungodly number of 1's and 2's for the game, but he didn't know the Stealth rules so was going against Stealth 5 and 6 for most of the first two turns. By the middle of turn 3 and the end of the game as we ran out of time, I had destroyed 2 Liati's, 2 Elutarians, 1 Vorchan, most of his fighters, and had heavily damaged 3 other Vorchans, 1 Elurtarian, and brought the Adira down to half it's damage and had it crited to a point where it was in bad shape. I hadn't yet fired the 2 Sharlins, one Tinashi, and the Morshin that turn. I would have probably taken out the Vorchans and the damaged Elutarian and done a bunch more damage to the Adira. The two shots of his for the entire 3 turns that actually got through stealth were the Elutarians firing their Ballistic Torpedoes. Doing about 10 damage to each of the Sharlins. Other than that damage, I didn't have any other damage to any of my ships. I had lost only one stand of fighters do to my Morshin replenishing fighters very well.
I don't attribute that completely to poor rolls though, because the Liati's were dodging like crazy, but they were dodging through the middle of my fleet and I was pouring a lot of firepower into them. By all rights he dodged much more than he should have. As I said he was rolling against 5s and 6s for the first two turns. His biggest problem was not knowing how stealth worked. He rolled 3s on many of the 4+ stealth rolls he had when he was close, he just didn't have scouts to help out.
It was quite different in our last game though. He reviewed the stealth rules and came prepared to fight. This time it was a 5 Raid Space Superiority.
This time he had
1 Sulust
1 Balvarin
3 Vorchan
2 Corvan
2 Rutarian Wings
Not wanting to completely destroy him and demoralize him I went with a less effective fleet.
I went with
2 Tigara
1 Teshlan
1 Leshath
1 Torotha
1 Nial Wing
1 Flyer Wing
I didn't play to my full potential and made a couple dumb moves. Not thinking I kept the Tigaras and some fighers in hyperspace. I realized after the fact that if I used them the way I was planning the fighters would get stuck in hyperspace. So I kept one Tigara in hyperspace to save the fighters, when I would have been better off just having both leave hyperspace and attack and abandon the fighters. I panicked, when I should have said "See ya!" to the fighters. I tried JPB with the two Tigaras, but failed needing 6s.
The biggest change was him knowing the stealth rules and using the scouts to good effect. Then using that for a cascading effect. Picking the one high priority ship, using the 2 scouts to make sure he got the stealth reduction, then hitting it with something with in 8", to quickly drop it's stealth to 2+ and 3+. Once a ships stealth is down to 2+, it pops quickly. When we quit at the end of turn 5 I had my undamaged Leshath left. I had destroyed his Balvarin (with all fighters on board, for some reason he didn't scramble his fighters), crippled one Corvan, brought one Vorchan within 1 point of being crippled, and damaged his Sulust, and took out a couple more fighters.
His rolls weren't phenomenally good like they were bad in the other game I spoke of. He was rolling quite average in this second game, it just made a huge difference knowing the stealth rules. Poor rolls played a part in the first game's outstanding stealth performance, but not as much as not knowing the rules. If he had known the rules, I know he would have done better in the first game.
I should point out we have been playing on a slightly smaller table than most people. His table is 3' 8" by 5' 9" (his dining room table, my dining room table is smaller). I'll have to see how things change once I get a game table set up in my new house.
My biggest problem is that it is far too easy to reduce Stealth to 2+ and 3+, making it overrated. I know that there are ways to increase it, but they aren't guaranteed or a good option. Run silent isn't useful except in scenarios where you need to run. Even then it isn't all that useful as giving up shooting for a small stealth boost isn't as good as APTE and still being able to fire. Gas clouds aren't something to rely on, if you are generating terrain randomly as you should.