Vree tactics

cthol24601

Mongoose
A friend recently had his first go at B5 with a Vree fleet and got absolutely hammered by a guy with his EA then with his Narn.

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?
 
I've seen the Vree just tear everything apart. They aren't very heafty ships, but they really can pack a punch. One of our other players in my last campaign played Vree and was pretty much devistating with them. Not having played them myself I would say their best strength is their manueverability. It always seemed like they were getting into that one weak arc and then tearing me up with torpedos. Then he'd run away while his torpedos were recharging. This just made it all the more difficult to get my ships in good firing position.
 
It really depends on the level of the game and the opponent, they will struggle against EA due to the interceptors and the amount of fighters the EA have. But in higher level games stay at long range with the Battale Saucers and harry the flanks with the scouts. The small missile Saucers are also good, kept at long rang they pack a hefty punch in numbers and use the turn they spend reloading to zip out of harms way.

Unfortunately there is nothing they can do against somebody who knows how to get the best from fighters due to weak hulls and relatively low damage. Against Narn they should maximise the distance between ships to avoid emine damage
 
They should become better in 2e due to the new beam rules too. They shouldn't suffer as much with their low-hulled ships.

Tzarevitch
 
I played against Centaurie only to find out that interceptors are intercepting every thing.
By narn if you survived first round then you have a chance to pay back what the narn did to you with his Emine.

EA And figthers good joke they will pop like pocorn but then the larger ships have Interceptores and you will shout for some real weapons on youre Vreeships.
 
Not that many Centauri ships have interceptors and those that do don't have many. One tactic against centauri is to use your speed and mobility to get behind their flanks or rear, their weapons are designed to be more powerful head on so avoid them when you can. Get to the flanls get in close and use your weaker weapons first to soak up his interceptors making it less likely they will be effective against your heavy guns. Remember that interceptors go off line when either crippled or skeleton crewed can't remember which it is though
 
Vree tend to suffer in the first few turns, but once they gotten past the fron arcs of the enemy, they tend to do better. They are very capable in staying in the weak arcs of ships, to avoid the big guns.
 
Right Hand of God said:
Not that many Centauri ships have interceptors and those that do don't have many. One tactic against centauri is to use your speed and mobility to get behind their flanks or rear, their weapons are designed to be more powerful head on so avoid them when you can. Get to the flanls get in close and use your weaker weapons first to soak up his interceptors making it less likely they will be effective against your heavy guns. Remember that interceptors go off line when either crippled or skeleton crewed can't remember which it is though

Good joke when did you see the last time that an 2 AD or maybe an 4 AD ship have overcome an 6 Interceptor?
 
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.
 
I like the torpedo saucers that were mentioned. The long range is nice and if you fire both shots in one round you can run away the next round to reload and then come back the turn after to unload them again. Or just use one one turn and the other the next turn and you'll never have to stop firing. Throw enough dice and eventually something will get through. One bad crit roll can ruin an opponent's day faster than the biggest, nastiest, beam-equipped, quad damage, precise, SAP ship that only rolls one or two dice. :)

Chris
 
Back
Top