There seems to be something wrong with Shadow craft??

There are no ways, or means. The only chance the WS have is if they are incredibly lucky with the Neutron Laser rolls (:lol:) and damage rolls, or the Shadows AD just keep on missing and missing and missing.

Or if the Shadow player is totally stupid or a newbie, of course :D
 
Sorry could you repeat that please. One turn and double speed? Where is that. We thought a serious problem was that the shadows were all really really slow.


katadder said:
dont forget shadows can make one turn and go double speed instead of moving normally too, so they not all that slow.
ISA is the worst to take on with shadows though as they were almost designed for kililng ancients, combined with all those precise weapons, and even precise fighters any ancient will have a hard time.
as for battle size think the shadows have 4 armageddon points and the ISA 3 and half.
 
In the Shadows special rules section :)
Instead of going SM, a Shadow Ship can turn up to 90, and move straight ahead at up to double speed. It cannot turn during or after the move, however.
 
Captain Kremmen said:
Sorry could you repeat that please. One turn and double speed? Where is that. We thought a serious problem was that the shadows were all really really slow.
He's right. Look at the Shadow version of Superb Maneouverability, it's different - they can make a single turn up to 90 degrees, then move at double Speed in a straight line. This is why I always maintained they should NOT have T-arc weapons - the Shadow Ship in Shadow Dancing running away from the Whitestar/Drazi pack is clearly using this, as he does not shoot back - so cannot have a T-arc weapon.

WUlf
 
Does anyone have anything positive to say about the armageddon level shadow ship.

I thought of 2 house rules for "Fluff" type games set up to follow the series and restore some killer aspect to the shadow big ships

1) When shadow cruisers are in the game allow ALL shadow ships to fire before the enemy, this would make people fear the shadow ships

2) Or perhaps more conventionally just reduce the price of a shadow cruiser, there is no way it is worth more than 1.5 X War at best

Cpt K
 
Wulf Corbett said:
Whitestars were designed to kill Shadow Ships. If you find they win all the time, then they're working properly.

Wulf

Unfortunately Shadow actually kill Whitestars a hell of a lot better, need I mention the DD/AF trait that the Shadow Scout has in its maw!
 
Wulf Corbett said:
the Shadow Ship in Shadow Dancing running away from the Whitestar/Drazi pack is clearly using this, as he does not shoot back - so cannot have a T-arc weapon.
Maybe he is just a bit tired ;)
 
Captain Kremmen said:
Does anyone have anything positive to say about the armageddon level shadow ship.
Err, it's got a nice mini?
You're better off taking 2 Hunters in almost all situations.
 
Reaverman said:
Wulf Corbett said:
Whitestars were designed to kill Shadow Ships. If you find they win all the time, then they're working properly.
Unfortunately Shadow actually kill Whitestars a hell of a lot better, need I mention the DD/AF trait that the Shadow Scout has in its maw!
Scouts, yes. We don't see a whole lot of hot Scout on Whitestar action, but when we do, they do splash a few Whitestars.

Wulf
 
against 5 shadow scouts could always go with the WS carrier plus allies option :) those 8 WS fighters will have a field day moving last all the time. and WS carrier doesnt have much dodge anyway, plus all round weapons.

although 5 shadow scuots on it would be a pain. better make sure the allies are smoethign fast that can keep away to allow the fighetrs to do their thing.
 
Yes, a WS carrier would probably gank 5 Scouts easily. The fighters will quite easily kill a scout on their own, each turn. All the carrier and allies have to do, is stay alive to prevent the game from ending :lol:
 
Burger said:
Captain Kremmen said:
Does anyone have anything positive to say about the armageddon level shadow ship.
Err, it's got a nice mini?
You're better off taking 2 Hunters in almost all situations.

I think that goes for every single ship in the game. You're almost /always/ better off taking 2 ships at a lower PL than one at a PL higher, with rare exceptions.
You normally get more than 2 times the AD in firepower, 2 times the damage, an initiative sink and a second target for the enemy to worry about into the bargain. Sometimes you even get extra aux craft.
 
Yes Alex, but even more so with the Shadow Ship. In some situations you're better off taking a larger ship, depending on the scenario, for example Ambush. But with Shadows, you're always better off with a Hunter.
 
Oddly, with the Vorlons, you're /always/ better off with a Heavy Cruiser. Rare, especially for an Arma PL ship.

'tis true though, I can never see a situation where the shadow ship would be better atm; more fighters, waaay more combined damage (1.5 times or so?) 1.5 times the damage dice... okay, it's not gonna be hull 6, but they're shooting at 2 targets with self repair instead of just one.
 
Thick skinned little juvenile, then? On a side note, do the shadows get a unique 'insane!' shadow ship? (from messages from earth) that can tromp around the table doing wacky things?
 
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