Vorlon Tips

adaptive armour isn't as good as just having double the damage box for this reasson....


IT"S A TRAIT AND CAN BE LOST


That aside i still say vorlons are a nice fleet if you choose the right split for them (basically 1 big ship battle/war/armageddon then hordes of skirmish and fighters)
 
Yeah, true. But against single or Triple Damage, AA is better than double hitpoints. 3 damage rounds down to 1. 9 rounds down to 4. Etc.

But the 2e critical table is "toned down" from 1e isn't it? Err... well thats what they told us... don't tell me they lied??!?!?! NOOOOOOO!!!!!
 
akenatum said:
adaptive armour isn't as good as just having double the damage box for this reasson....


IT"S A TRAIT AND CAN BE LOST


That aside i still say vorlons are a nice fleet if you choose the right split for them (basically 1 big ship battle/war/armageddon then hordes of skirmish and fighters)

You can no longer choose fleets like that - because you have an empty PL and you can no longer miss levels when you split points.

Your fleet will either be all above Raid, or all below raid, or you will lose a point at raid PL which you cannot spend.
 
Vorlon Unmanueverability: Vorlon fleets are easy to outmanuever if the Vorlon player is asleep at the wheel. If they're not... Good luck fighting them, because they'll probably use their swarms of smaller ships to get into your rear and flanks and catch things in their crossfire.

General Tactics: Vorlon players ought to think of their Destroyers and Transports as the tentacles of their squid: enveloping and crippling the prey, while the Cruisers make the killing blow. Have the cruisers pick ONE capital ship and try to burn it out of the sky as quickly as possible inside of a turn. This is both a safe practice and demoralizing to your opponent.
Pre-2E, Vorlon cruiser packs could torch Armageddon-level ships and survive the beating from the little guys in other the fleet due to their adaptive armor and regeneration.

Vorlon Target Priorities: Take out ships with guns whose range equals or exceeds your own first.

That said, I need to start playing ACTA again to get used to the 2E rules. :D
 
Darzoni said:
Vorlon Target Priorities: Take out ships with guns whose range equals or exceeds your own first.
Hmm, that advice is a bit moot really. If you can take out their long range targets, then by default, they are in your range already. Therefore their extra range offers no benefit.
 
Problem with that is you can now kill the transports very easily, so not running along the enemy line to get in position.

Destroyer is relatively tough, but still not huge or fast. More like the Sulust in role... destroyer killer escorting the LC... LC still plays much like Arm. version.

So your only real charging force is the transport, though fighters can help depending on opponent.

Just saying the 'squid' approach has some issues with arms coming up short.

Ripple
 
Ripple said:
Problem with that is you can now kill the transports very easily, so not running along the enemy line to get in position.

Destroyer is relatively tough, but still not huge or fast. More like the Sulust in role... destroyer killer escorting the LC... LC still plays much like Arm. version.

So your only real charging force is the transport, though fighters can help depending on opponent.

Just saying the 'squid' approach has some issues with arms coming up short.

Ripple

I've always wondered who used the transport as a combat vessel. I thought that it had been tossed into the mix to satisy fluff or to be used in a scenario, not something to be seriously included into a battle fleet.
 
Darzoni said:
Vorlon Unmanueverability: Vorlon fleets are easy to outmanuever if the Vorlon player is asleep at the wheel. If they're not... Good luck fighting them, because they'll probably use their swarms of smaller ships to get into your rear and flanks and catch things in their crossfire.

General Tactics: Vorlon players ought to think of their Destroyers and Transports as the tentacles of their squid: enveloping and crippling the prey, while the Cruisers make the killing blow. Have the cruisers pick ONE capital ship and try to burn it out of the sky as quickly as possible inside of a turn. This is both a safe practice and demoralizing to your opponent.
Pre-2E, Vorlon cruiser packs could torch Armageddon-level ships and survive the beating from the little guys in other the fleet due to their adaptive armor and regeneration.

Vorlon Target Priorities: Take out ships with guns whose range equals or exceeds your own first.

That said, I need to start playing ACTA again to get used to the 2E rules. :D

3 rounds of shooting from 2 light cruisers - couldn't even kill a Kaliva. Close all blast doors is brutal, and against hull 5 and lower you're suffering thanks to new beam rules.
 
Burger said:
Darzoni said:
Vorlon Target Priorities: Take out ships with guns whose range equals or exceeds your own first.
Hmm, that advice is a bit moot really. If you can take out their long range targets, then by default, they are in your range already. Therefore their extra range offers no benefit.

Heh, they will have reaped the benefit from a round of shooting at you prior to you getting a chance. Go for the small stuff first and pray that your ships survive concentrated fire from the enemy, I reckon. At least your ships dont have ranges quite as bad as they used to...
 
*shrugs* It seems to me that the vorlons are built to work with one thing, their advanced jump points. In every 'decisive' battle we see the vorlons fight in the series, they jump into the middle or back of the enemy fleet and blow them apart, (the fight with the shadows in particular went that way,) when the Vorlons go toe-to-toe it seemed they ended up taking rather disporportionate losses compared to the other ancients. So as ambushy as shadows are, vorlons may be moreso.
 
LaranosTZ said:
*shrugs* It seems to me that the vorlons are built to work with one thing, their advanced jump points. In every 'decisive' battle we see the vorlons fight in the series, they jump into the middle or back of the enemy fleet and blow them apart, (the fight with the shadows in particular went that way,) when the Vorlons go toe-to-toe it seemed they ended up taking rather disporportionate losses compared to the other ancients. So as ambushy as shadows are, vorlons may be moreso.

Not sure I would say that they jumped into the middle or the back of an enemy. I would say that they jumped into range, close enough for immediate fire.
 
And I really don't know about disproportionate losses - the only time you see Vorlons lose a ship, besides Kosh's transport, is at Coriana 6 IIRC, and everyone's losing ships left right and centre in that battle.

In the fight with the Shadows in Interludes and Examinations they don't lose a single fighter that you see on screen.
 
Have to agree, I don't think we see the Vorlons fight enough battles to think they are an 'ambush race' by tech, though maybe doctrine. At Coriana they show up in a wide battle line...

Ripple
 
One thing that sorta confuses me is the beam damage results for each vorlon ship.

The patrol fighters have beam. That's cool.
The skirmish transports have double damage. Ok, they ARE bigger and better.
The Battle level ship (what was it's name? Destroyer?) have double damage. Huh? Why not triple damage?
The War and Armageddon ships have Quad damage. WOW! That's nasty! VERY COOL! These are some of the most advanced ships in the galaxy. I'm good with that.

So, it only seems to make sense, IMO, to improve that Battle level ship. At present, they don't seem quite worth half a War level ship.

But hey! Who am I to argue, I have trouble enough with my local Vorlon player.... :wink:
 
Well the ADs and range do go up for the Destroyer. And, 6AD double damage is better than 4AD triple damage ;)
 
Two destroyers have more combined damage, are more manueverable and have 12 AD of DD, compared to 6AD of QD.

A destroyer with triple damage would probably have 4AD of TD. Often more Ad is better than bigger multipliers because you get more hits and so more crits.
 
Back
Top