There seems to be something wrong with Shadow craft??

It'd be grand - you'd just have to roll every turn to see if it'd actually do anything good/bad, or nothing at all. Hilarity ensues as crazy shadow ship slices up its own scouts, then sits there sullenly whilst it gets shot to pieces for a few turns...

Bringing chaos to the galaxy, leading by example...
 
Too likely to shamble off its own table edge on turn one, muttering.

I like the idea, it's almost as crazy as the new Troligan, so it's bound to get through!
 
funny, we've tried the WS vs Scouts thing here too...and if you bring the scout stack and work at hiding it, plus make good use of your fighters, the WS almost always win. Shrug...different clubs.

Arm. Shadow ship has issue, but it can do good things in the right environment. All SM ships need terrain to get the full value out of the trait. If you play on terrain light boards, or boards where the terrain has straight sides you will find the ships weak. I worked with my Vree for a while, and I found if I had round field to fight around I was deadly...squared off terrain was tougher...and no terrain was death for me.

Whitestars are a tough fight...one of your big benies is the precise on the beam and that's just not that important vs the WS. Sure it can't take crits, but you really only need one to take it out. Most of the time the precise is important for getting crit effects that leave ships useless, not the extra damage. Stopping ships so you maneuver advantage gets larger or shutting down arcs for the same reason. Add in that the WS is as manueverable as you are and it's an issue.

Ancients are also suffering a bit from the new breakdowns. Smaller ships now carry much more AD per point than buying up gets you. The Arm. breakdowns confused me because no had any issues about taking smaller ships around here...it was bigger ships we needed a reason to take. I suppose it did help bring Patrol ships into big games...but that largely just slowed the game down. Skirmish ships were already common. But regardless, the accumulation of AD and initiative sinks has hurt the Shadows as it has lessened the value of SM and shortened the survivability of any one ships.

Up side is if you are not turn limited and can hide behind a rock for a turn or two you actually can come back fresh as a daisy, all other races (except the crazy Technomage) are crew limited. So in the whitestar instance you know you will only ever have to inflict a set amount of damage...he may have to kill you two or three times if you can find someplace to hide.

Ripple
 
I thought the 90 turn and double movement speed was a campaign thing and not for anything else. I dont have the book handy but that is what I thought.

Here's to hoping for good things in the Shadows' future
 
The only campaign specific rules for the Shadows deal with the double purchase cost and free repairs as far as I know. All other movement and trait special rules apply for all games they're in.
 
agreed but in their special refits table they have something there like up to......oops I think I recall now its up to 150% speed SM I think which is totally different that what we were talking about
 
NNAAAARRRRRRGGGG....... I still don't have a decent grip on the Shadow refits and I'm fairly certain that it was a quick set up that people are house ruling the results.
 
Thanks Burger / Katadder, that should make a difference we missed that.

Burger said:
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.
 
Trolling through this thread, this is why I shelved my Vorlons... too many games where I fired 7 or 8 shots in a turn, and maybe popped a raid level ship, then sat for half an hour while 80 shots picked my stuff to death. No fun at all.
 
Warjammy said:
Trolling through this thread, this is why I shelved my Vorlons... too many games where I fired 7 or 8 shots in a turn, and maybe popped a raid level ship, then sat for half an hour while 80 shots picked my stuff to death. No fun at all.

In some situations, it's better to squadron up Vorlons (if you can). That way, most of your Vorlons can shoot. Maybe taking out the most threatening ship, and give your self a better chance. I did this against a Drazi, ISA, and Minbari fleet and won them all.
 
At Aldershot, I squadroned up 3 vorlon transports, shooting at one (my opponents). Didn't even manage to kill it in 3 rounds of shooting (backed up by a destroyer!)

Kinda funny when you can't even scratch your own ships with DD, precise beams (vs hull 5!), simply because you have a laughable no. of AD :S
 
Alexb83 said:
At Aldershot, I squadroned up 3 vorlon transports, shooting at one (my opponents). Didn't even manage to kill it in 3 rounds of shooting (backed up by a destroyer!)

Kinda funny when you can't even scratch your own ships with DD, precise beams (vs hull 5!), simply because you have a laughable no. of AD :S


That's the luck of the dice my friend, I have been in that spot many times.
 
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