Tactica Universal: Ambush

Sulfurdown

Mongoose
Understanding the 5:3 points discrepancy for the fleets engaged in an Ambush scenario, does anyone have any tactical advice for either the defender or the attacker?

(I'm hoping for more general discussion of tactics on both offense and defense that will be useful to everybody, but if you must have more specifics - Narn Vs Raider at Battle Level)
 
The attacker has a free turn, in which to move and shoot. Also defender doesn't gain VP's from the attacker making tactical withdrawls (meaning the attacker can withdraw for free).

Tactics for attacker: kill something small then withdraw before the 5 FAP can hit you back ;)
Tactics for defender: take big ships that don't die in one turn, and try to have all-round firepower because you just know he's gonna come at your weakest arc.
 
i like to attack as minbari as then tigaras get to own. plus when did it once against ISA the Whitestars couldnt dodge :)
 
Really do not like the idea of counting the ships as not moved on the first turn, in this or other scenarios, but I guess it is the letter of the rule. On the Whitestar topic though, why could they not dodge? I thought the no dodge thing only applied to Speed 0'd ships, not just ships that do not move that turn.

Ripple
 
nope, they have to move some to get the dodge, if they dont move they cant dodge.
i have used breaching pods and got 2 troops onto a ship, unfortunatley they killed a whole 3 crew as i rolled a 1&3 1st turn then a 1 2nd turn.
 
Most races have rules for substituting breaching pods for aux. craft. In an ambush - can you sub the pods in and start with all of them deployed?
 
katadder said:
nope, they have to move some to get the dodge, if they dont move they cant dodge.
i have used breaching pods and got 2 troops onto a ship, unfortunatley they killed a whole 3 crew as i rolled a 1&3 1st turn then a 1 2nd turn.

Where do you find this rules ? There nothing said about dodge for the whitestar except the trait so they just have to be able to move ( so not speed 0 ), else interceptor can't be used too ( it's a kind of weapon ) and defending fighter can't dodge. look a bit harsh.
 
Guide for Ambush:

Attacker: Aux Craft come in to their own with the new "Fighters Fire First". The Ambush rules allow for the Attacker to start with all Wings Deployed. This allows them to start deployed, swoop in on the first round to make attacks, then attack again at the start of the second round before the defender has a chance to retaliate. I tried this with an EA vs Centauri game (3:5 Battle PL) I took 4 Nova and 1 Avenger and cleaned up. 24 T-Bolts and Starfuries throw a lot of dice in two rounds....

For the defender: Hull 6 ships, with good all around fire to minimize impacts of Crits.
 
Ok general advice for both sides:

Attacker: Upon seeing the result come up begin to laugh maniacally and continue to do so for some time. Then proceed to wipe the floor with your opponent generally speaking ;)

Defender: Either field a few really huge ships in the most likely futile attempt to survive the initial onslought intact enough to come back and win or accept your gonna get pwned from a great height and field a pitiful throwaway fleet that wont hurt your campaign forces too much as your enemy gloriously ambushes a single Tethys police cutter with 3 Sharlins :P

Vorlons, EA, Dilgar and Narns are all particularly nasty on the ambush, Vorlons and Dilgar due to shee firepower and the fact that they get to start in a good position so dont need to worry about their weak arcs so much, and EA and Narns because you can come on CAF boresighted with basically your entire fleet and that really REALLY hurts, trust me ;)

The only race I can think of that can really be a nasty Ambushee is the Shadows. If they take a big ship like a hunter or god help you a shadow ship then your 3 point fleet will NOT kill it in the first turn and you cant crit or cripple it either. And coming in behind it will do you no good as it can turn at will and rip you to bits next turn. Ambushing Shadows in any game of Raid or higher PL should be considered a 'Very-Bad-Idea (TM)' :twisted:
 
Locutus9956 said:
Ok general advice for both sides:


Defender: field a pitiful throwaway fleet that wont hurt your campaign forces too much as your enemy gloriously ambushes a single Tethys police cutter with 3 Sharlins :P

Ambushing Shadows in any game of Raid or higher PL should be considered a 'Very-Bad-Idea (TM)' :twisted:


DOOD too funny! I almost got in trouble at work reading that Tethys Sharlin quote, that is GREAT!! ROFL!!

anyway good stuff for real, I like this tactical discussing, please carry on all I am learning in leaps and bounds over here!! :lol:
 
Don't laugh! It's not funny!
Last time I played Minbari I lost a Sharlin to a police cutter!

6-6 critical on the first shot it fired.......grr.....

I can just imagine the gunners looking at one another slightly aghast
"what the hell did they refit this ship with?"
 
LOL Not that it was funny from that standpoint, but that the way it was worded was HILARIOUS, and then the thought, THREE sharlins...ROFL, sorry it is funny to think about. anyway that lone Tethys (perhaps the ONLY one EVER TO DO SO??) that killed a SHARLIN, you DID enshrine the thing right? NEVER to be used again (unless you need to kill more sharlins 8)
 
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