Suggestions on a 7 Battle force for Call to Arms scenario?

HappyDaze

Mongoose
Tomorrow I'm playing a 7 Battle Call to Arms scenario. I'm really undecided (almost apathetic, really) on what to use. I use counters, so I really can use anything from the Fleet Book. I do not know what my opponent will be using, but he has asked that I not use Centauri or Minbari.

So, any suggestions?
 
what is he playing?

whatever, go with vorlons. 1 light cruiser, 4 destroyers, 2 transports and 12 fighters. (destroyers are the vorlons bread and butter I find)

You could also go with 24 fighters and skip the transports. Vorlon fighters are great in groups and love to role crits when swarmed on one or two ships.

or go with shadows, 2 young ships, 6 scouts (no fighters they suck)

Keep your scouts close to the young crabs as the crabs snipe at a distance. When something gets close, swarm your scouts, only go on one ship at a time, anything goes down extremely fast with 36AD of DD, SAP, Acc weapons bearing down on it. And scouts are very hard to kill, and can mop up fighters easily, just vary up your arcs.

I'm sure you didn't need all that info. but there it is.
 
Hi HappyDaze, glad to see another counters man out there.
I would go Narn, they are pretty flexible and can dish out the hurt fairly well on just about anything they come across
 
Or go Vree, keep half your ships in hyperspace and u basically can´t loose
At my request, the scenario was switched to Call to Arms (with stellar debris) which does not allow ships to begin in hyperspace. I wanted to avoid that slice of cheese if possible.

Unfortunately, I'm just not finding ACTA very interesting... I guess I'm used to more detailed games, and this plays out more 'beer & pretzels' - that's why I'm apathetic. I may just let my opponent pick my fleet.
 
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