Vree other dutires table!!!

Kosh127

Mongoose
Ok so has anyone seen what they can do. They can get more RR points in one round then most can in a campaig. they can get double RR, get 2D6 RR, and get bounty. So if the have only 3 systems they can win 2 games 30 have a 10 point system 40, lets say 7 for the more funding and 6 destroyed ships for bounty, that 89 RR doubled thats 178 RR. Ok I see something wrong with this and that only average die rolls. Its sad that what I call broken. And for the people that say thats only if they get those rolls. Its not hard to get. Also there is no reason to roll for refits when you dutys is that good. If you add in there 10 free RR for fixing they can fight off 3 fleets in a campaing and still have points to spare. All and all I think that so long as there are fleets whos duty table is crap then there duty table needs some tooling.
 
We ran into this when I played a mixed league fleet. It was never quite that bad, but it definitely lead to a few comments. I think I pulled in over 80 pts in other duties rolls that turn. More than I had made in the previous two turns and that was only that low because I didn't get to destroy more than a ship or two that game.

I will say that the Vree have some nice additions in the refit table though... my super Xaak was a terror with literally every gun refitted in at least two ways plus the hull and speed upgrades... think I only missed getting the hanger in the end.

Sadly we did not have a solution as yet... the most proposed was to make a generic table that we all rolled on to even things out somewhat, with one special roll that we could then balance as we saw fit to each race. That way we don't have to lose Green and Purple fights, day of the dead, the Abbai peace negotiations...etc.

Ripple
 
I have had a discussion like this with a number of fellow players.

I think we all have to remember that playing a "campaign" differs from playing "one-off" random battles.

I will grant that the Vree may have a SLIGHT advantage in RR points during a campaign, but those points are definitely needed to make up for the combat losses due to some 'weaknesses' when squaring off in individual combats.

- While the Vree are not lacking for hangars, they do lack the rapid deployment ability that goes with having some actual carriers in their fleet.
- The Vree show a distinct lack of BEAM weapons. (Granted, most weapons have more Attack Dice being thrown and help make up for some of that damage, but it also makes for tougher battles against Interceptor-strong races.)
- And speaking of Interceptors.... (granted, the Vree aren't the only ones that don't have them.)
- Turret Mounted Weapons. (Don't get me wrong, I love them! They're great. I wouldn't want to get rid of them. They are a bigger advantage then a disadvantage.) I always seem to be the one getting hit with the "Random Arc Cannot Fire" critical hits. It always seems to be my downfall!

I want to strongly note that I hate referring to "weaknesses" in this game! I really believe that what makes a "weakness" in one scenario, may very well be an "strength" in another. While there will always be some question involved with the nature of any game like this, in the long run, the benefits and drawbacks of each ship, each fleet, each type of gaming environment (single battle vs. campaign setting), and the variety of scenarios in which to do battle more than make up for quite a number of perceived "balance" issues.

Those are just a few thoughts on the issue.
 
I was under the impression that the 'Scramble Scramble' order had improved to +2 flights in a turn. That would empty the Xeel on turn 1 in most games. Hardly a penalty. Same for the Z'Takk.

No beam, but the entire fleet can easily concentrate fire on a target, and if you get lucky and kill it early the entire rest of the fleet can still concentrate on the NEXT target. Something no one but the Gaim do as well, and many races cannot do at all. I think that evens out quite nicely really...

Intercpetors... yes, you eat them, but so do a lot of other folks. You actually better off in some ways as all your dice go into them so easier to burn them out quick. Try Drahk, with over half their dice are beam so the few interceptable dice most of their ships throw get caught in the initial intercept before burn out.

And no offense, but calling your turret a weakness, particularly in campaign where you can run off the table profitably, a weakness is a bit absurd. Yes you are single arc, but again, your hardly alone in that. Whitestars drahk drazi vorlons shadows all suffer that... and a number of other ships only have one relevant arc. Turret gives you huge flexibility, it's not a weakness.

The only real weakness the Vree have is their slightly low damage crew numbers... and compared to similarly maneuverable ships, most vree are actually mid to high damage crew. If you could not buy a cheap and effective stack of fighters to play interceptor I'd say that might be a weakness also...but you can, even if your better off attacking with them.

Ripple
 
I have a Question do vree go super movable with out a all stop special action order?

or do they have to do the do the special action order to get the super movable traite.

that is saying there ability over rules the no turns part in all stop special action order.


bc :D
 
thanks Greg... our group only has one copy of the actual hardcover right now, most of us invested in the fleet book and models. It gets handed around but not always on time.

Does mean that the Milani sucks even more than I thought though, as you have crap fighters and you can't even get them off the ship. Talk about a race that needs a ground up re-write.

Ripple
 
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