Multiple interceptors aren't that big a deal - once you've got 2-3 interceptors it's not actually that much better to get 4-5. But they are a problem for the beam-free Vree.
He came to the conlusion that the Vree are not wrokable as a fleet on their own. I've also heard people swear by them. Does anyone have any ideas on using the Vree that i can pass on to my despondent mate?
Vree are just one of those fleets, like Shadows, who can't do a normal stand-up fight. I've heard people swear by them - and swear
at them.
Things to comment on:
1) When the going gets tough, the Vree....go sideways.
Try a head on attack and you'll get blown to so much scrap metal by the heavily armoured EA/Centauri/Narn/Brakiri.
2) If in doubt, hide.
Never play on an open board becasue you can't be bothered to roll up some terrain. Dust clouds, planets, and anything else you can manouvre around, behind or through are a
very big deal when you can turn on a dime and your opponent can't.
3) You don't have to manouvre to aim. Manouvre so your opponent can't!
Every weapon is either in a turret mount or is duplicated in every arc. You can therefore dedicate your manouvring to get out of the arc of heavy lasers and assorted other hideousness.
The two best ships in many people's opinions are the Vaarl scout saucer (a 5+ stealth scout with a default CQ5 for one patrol point!) and the Xixx torpedo saucer (2 double damage, precise SAP attack dice with a 30" range per turn - or double tap if you get desperate).
Used in concert they're bloody lethal, able to overwhelm even a ship with heavy interceptor protection. Light them up with the scouts and use torpedos to bomb them into oblivion.
With the CQ bonus, the Tzymm is a nice defensive fighter and packs a shedload of firepower - but is a bit so-so at surviving enemy flak due to a weak hull and second-rate dodge. As with the rest of the fleet, pick out unprotected arcs - or better yet use it to hunt enemy fighters!
The Z'Takk absolutely rocks. If you get a chance to concentrate fire and put a full spread of guns into someone it'll make a right mess, and since they're turret-mounted you can do that on a flyby.
Above all, rememvber you can pre-measure. It is perfectly valid to use your manouvrability to hover inside the range of your weapons and outside the range of his....
The fact that the lethal shredder has a 20" range really helps here.
I played against Centaurie only to find out that interceptors are intercepting every thing.
Yes, interceptors are annoying. But even the biggest interceptor grid is only good for maybe 4-5 hits. Deplete them first - use fire from Tzymm fighters and antimatter cannon. Only once he's had to deal with several hits, and is needing 5's or 6's to stop something, do you start pummeling him with torpedos and shredder fire. And above all, concentrate fire. Pick on one big ship and hammer it until it explodes.