Tips, Tricks, Tactics...

Democratus

Mongoose
Most of this stuff will be obvious. But I hope that by starting this thread I will see new ideas and things that I missed from other players.

It is possible that an item or two is based on my mis-understanding of the rules. If so please feel free to correct me.

Dodge trait + CBD
A ship with the Dodge trait using the CBD special action is particularly hard to kill. Ships with one primary weapon and some additional secondary weapons can leverage this well. Examples include the Centauri Kutai, Drazi Warbird, and Narn Sho'Kov.

Scouts + Fighters
Most fighters have a single weapon (or a single weapon at range) that is fired upon the enemy. This works perfectly with a Scout redirect order to give a small pile of fighters a greatly increased bite. Fighters with lots of non twin-linked dice or long range weapons benefit most from this. Examples include the Centauri Centri, Dilgar Torpedofighter, EA Thunderbolt, Minbari Nial, and many others.

Mini-beams + twin-linked
Never forget that mini-beams can be twin-linked through the CAF order or scout redirecting. Each die then has a 75% chance of a hit no matter the toughness of the enemy hull. Minbari craft, from fighters up to capital ships can benefit greatly from this.

Against active defenses, order matters
When multiple weapons are being fired at an enemy ship with active defenses, it can be very important which weapons fire you choose to resolve first.

With interceptors, you want to fire the weakest weapons first to deplete them.
Example 1: My Dilgar ship will fire Pulsars (no trait) first, followed by Bolters (DD/AP). This makes it less likely that the double damage hits will be stopped by interceptors.

With Shields, it might be important to do high damage first.
Example 2: My Primus is firing on an Abbai Juyaca. Its shields will stop hits entirely until they are gone. I opt to fire my Ion Cannons (DD/TL) first to deplete the shields quickly. Then I use my Battle Laser (B/P) in hopes of scoring criticals against the exposed hull.

Stop...Hammer Time!
Ships in a gravity well can give an All Stop order and still give an additional order (such as CAF or CBD) to enhance their destructive power or survivability.

Dust to Dust
Is your enemy hiding behind a Dust Cloud or asteroid belt to avoid your e-mines? Remeber that while you can not see past a terrain feature you can see inside it. Drop an emine on the very back edge of the terrain to catch enemies that are within 3" of the far side.
 
Boresight tricks
Normally you can only boresight an enemy ship that has already moved in the current movement phase. But not if it's Lumbering. Simply move your ship into the enemy's boresight, and turn to boresight it (declare mutual boresight). Since the Lumbering ship can't move after it has turned, it cannot possibly get out of your boresight.

Adrift ships are easy to boresight since they move in the end phase of the turn before. Don't forget this :)

One disadvantage of playing Drazi is that you basically have to declare your attack targets in the movement phase. So you have to guess how much firepower to focus on each target. If the first ship you fire blows up the target with a crit then all your remaining ships boresighting that target have nothing to shoot at. You can mitigate this slightly by doubling up, when possible. Get onto the line of multiple ships, so if the first is destroyed, you're also boresighting a backup target.

Double boresighting with an Omega or similar. Move exactly onto the line between two enemies and turn such that you boresight one with the fore and one with the aft.
 
Slow Loading + CBD
A ship with two weapons - one of which is slow loading can finese the CBD special action every other turn by "sacrificing" the already re-loading weapon. :wink:

Examples include the Centauri Demos (one of the reasons for its later revision)[/b]
 
The Geometry of Shadows
Shadows have never been good against fighters. P&P gave them some useful tricks but the best defence is still the Scout's accurate weapon. Two Scouts facing each other between 4" and 6" apart cover each other, and also any capital ship between them. Being super manoeuvrable, they can maintain this formation and move 10".

The Scout's gun is powerful but short range. Against a lumbering target, measure half the distance it can move straight ahead, then from that halfway point measure the same distance out at 90 degrees. Put your Scout there. No matter where the target goes, it will be somewhere within your forward arc, and if the target's speed is 11" or less then it will also be within 8" of you.

Use cover. Hide behind an asteroid or dust cloud so that you can only see or be seen by one enemy, the one you're about to shoot.
 
Ramming Emtpy Space

Sometimes a ship wants to go faster but also needs to make a turn. APTE gives +50% to speed but allows no turns. "Give Me Ramming Speed!" also gives +50% to speed and allows a single turn.

The "Ramming Speed!" order doesn't require that you actually contact an enemy ship, it only stipulates that if you contact an enemy ship you may try to ram it.

When crippled, this order is automatic (P&P) and can get you out of trouble. When not crippled it may still be worth an attempt at the CQ check depending on your situation.
 
Wow that is awfully cheesy. I am impressed :)
It might be a bit contested though, by the phrase "order a course that heads straight for an enemy vessel" - implying that if you succeed the roll you must attempt to contact the enemy. So to avoid argument make sure there are no enemy vessels in range...
 
Thanks! This actually occured to me when reading your "Boresight Tricks" post. I admit, it is quite on the cheesy side.

Well, I see the bit about "order a course that heads straight for an enemy vessel" as somewhat fluffy. After all (for most ships), if you have to make a turn in order to ram an enemy then you aren't technically heading "straight for an enemy" - instead you are going ahead for a bit and then turning and going toward the enemy. A straight line isn't possible.

There's also the fact that you have to issue a Special Action as soon as your activate your ship. So it's possible that you give the order and the ship can't quite make the turn to ram - but by then it is too late to recall your SA. A captain can always make this "miscalculation" on purpose without informing his crew that the ram won't, in fact, happen.

You can also set course "straight for an enemy ship" and then choose not to ram it. As it says in the rule "if it contacts an enemy ship you may try to ram it." :twisted:
 
Burger said:
Boresight tricks
Normally you can only boresight an enemy ship that has already moved in the current movement phase. But not if it's Lumbering. Simply move your ship into the enemy's boresight, and turn to boresight it (declare mutual boresight). Since the Lumbering ship can't move after it has turned, it cannot possibly get out of your boresight.

This is absolutely brilliant. I had never thought about that but this is such a great idea.
 
Democratus said:
Well, I see the bit about "order a course that heads straight for an enemy vessel" as somewhat fluffy.
Yes it is somewhat fluffy, hence I only said it might be contested. Although, this is in the same paragraph as the 50% extra speed and one turn, it could be taken as either fluff or rules. I would read heading "straight for an enemy" to mean heading as much as possible towards that enemy, so going forward half your speed, turning to face it (or as much as possible towards it) and then moving as far as possible to try to make contact. In other words trying your best to make contact.

Democratus said:
You can also set course "straight for an enemy ship" and then choose not to ram it. As it says in the rule "if it contacts an enemy ship you may try to ram it." :twisted:
Yeah I spotted that too, but later it says you must make the CQ roll.

At the start of a game however, it's a brilliant plan, since no enemy will be in range you can get 50% extra speed and a turn if you pass the CQ :)
 
League + Raiders = Cheese

A League fleet is allowed to use Raiders. Raiders are allowed 1 FAP's worth of League ships.

For amusement, the Raiders have stolen some League ships and are now renting them back to their former owners.

For game purposes, pick 1 FAP's worth of League ships, declare them to be Raiders, then apply one Raiders customisation to each ship. :twisted: (Note: only works on League ships in service before 2251.)
 
AdrianH said:
A League fleet is allowed to use Raiders. Raiders are allowed 1 FAP's worth of League ships.
Except that Raiders rule is fleet-specific, it wouldn't apply when Raiders are used in a League fleet, just as Drazi initiative bonus wouldn't.
 
To be honest, even using that ability on League ships in a Raiders fleet whiffs a bit of Edam.

The refits are meant to be modifications of the chop-shop rebuilds like the strike carrier and battlewagon. League ships are supposedly balanced for their priority, and many - especially the specialist ships - are amongst the top tier of ships for their role, and better than many major race equivalents.

Good examples are the Ikorta light assault cruiser, Vaarl scout saucer, pak'ma'ra Halik fighter killer, etc.

The ability to take one of these ships and spontaneously add 25% damage and crew, or increase the hull score, or whatever, is just plain filthy.
 
Burger said:
AdrianH said:
A League fleet is allowed to use Raiders. Raiders are allowed 1 FAP's worth of League ships.
Except that Raiders rule is fleet-specific, it wouldn't apply when Raiders are used in a League fleet, just as Drazi initiative bonus wouldn't.
<voice="Mainwaring">
Ah. I was wondering who would be first to spot that.
</voice> :oops:

locarno24 said:
To be honest, even using that ability on League ships in a Raiders fleet whiffs a bit of Edam.
I agree. Customisations are a way to balance out the fact that the Raiders' own ships are inferior to other fleets' ships of similar PL. Stolen/borrowed League ships aren't, and for some real cheese try adding either interceptors or +1 hull to a Xorr. :twisted:
 
Here's some real cheese, but please note it only works at QCon in Northern Ireland.

"Buy beer and persuade 'Burger' that you can intercept his mini-beams" :twisted:
 
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