Vree Xeel?

funny, I keep thinking single-mindedness is one of the things evolution corrects for, not rewards with empire. Just me I guess...I'm told I have an incomplete understanding of most things.

Ripple
 
Ripple said:
funny, I keep thinking single-mindedness is one of the things evolution corrects for, not rewards with empire. Just me I guess...I'm told I have an incomplete understanding of most things.

Ripple

We are surrounded by examples to the contrary... at any rate, the Drazi are interesting because they are so different.. it wouldn't be nearly as much fun if all the fleets were alike ;)
 
Our group always thought the Drazi would use more fighters, seems like it would something they would like.
The Star Snake could get a upgrade in weapons.
We started playin them with 2AD mini beam & defindantely didn't break them.
That Fireraptor needs a weapon upgrade, take of slow loading off the Solarcannon & it works a lot better.
 
Had a campaign fight against the Vree today - and I have to say, I'm thinking the Vree Xeel is severely undercosted. Compared a Xeel to a Xirr at the same PL. The Xeel has slightly more damage and crew, weapons are roughly similiar (more AD on the Xeel, but the Xirr is TD and longer ranged), has a jump engine, and carries MORE than a patrol points worth of fighters. The Xirr gets....hm...well, it does get that longer ranged gun, that is only 3AD.
basically I think the Xeel and Xirr are nearly similiar, but the fighters (with 7AD itself...how many other fighters get that much twin linked goodness?) I'm thinking the Xeel is more like a skirmish an a half.

bump this ship to Hull 5 and it would be a great Raid PL-ship.

Chern
 
yep quite agree, my xeels and tzymms have allways been exellent in play and i have to defend them well at least until they have dropped the fighters.
i love the little greys!!!
always play them with some brakiri(kabrokta) mostly for some longer range and it works well
 
YAY! kay plays centauri and the little grays whooped them, i know they are not that strong, but with the right strategy they can do huge damage, especially those tzymms
 
Our group said from the get go that the Xeel was a fine combat ship for its level before you added the fighters. We thought it needed a to be changed to reflect that... but eh... who listens to us.

Ripple
 
Ripple said:
Our group said from the get go that the Xeel was a fine combat ship for its level before you added the fighters. We thought it needed a to be changed to reflect that... but eh... who listens to us.

Ripple
You were listened to! There just wasn't time to look at every change you suggested - many were debated but some got a lot more attention than others. It's a shame that we don't have more time for everything we do :)
 
Ripple, What did you think it needed?

Personally, I would only think it needs carrier 2, but that is so the bugger can release all of it's fighters on the first turn.

Meanwhile, I would think that the War level Vree ship needs fleet carrier as it is supposed to be the big mothership of the entire fleet.


But that is just me... I'm biased because I am partial to flying saucers.
 
eldiablito said:
Ripple, What did you think it needed?

Personally, I would only think it needs carrier 2, but that is so the bugger can release all of it's fighters on the first turn.

Meanwhile, I would think that the War level Vree ship needs fleet carrier as it is supposed to be the big mothership of the entire fleet.


But that is just me... I'm biased because I am partial to flying saucers.

Give it about 5 damage and crew, Fleet Carrier, carrier 2, and make it a raid level ship and it's good to go.

As a skirmish level ship, reduce it's AD by 2 on the gun. Have the standard fighter be the zorth. Make it pay a patrol PL to upgrade it's fighters to Tzymms, and you are in the ballpark.


Dave
 
Davesaint said:
Give it about 5 damage and crew, Fleet Carrier, carrier 2, and make it a raid level ship and it's good to go.

Dave

Wow! With those upgrades, I would TOTALLY get a couple of them. Fleet carrier and some more damage/crew?!? Then I would finally have a Raid level ship I would field. Well, I have 4 Xills, but I rather use them as a Battle choice instead.
 
eldiablito said:
Davesaint said:
Give it about 5 damage and crew, Fleet Carrier, carrier 2, and make it a raid level ship and it's good to go.

Dave

Wow! With those upgrades, I would TOTALLY get a couple of them. Fleet carrier and some more damage/crew?!? Then I would finally have a Raid level ship I would field. Well, I have 4 Xills, but I rather use them as a Battle choice instead.

Yeah, but remember you would have a hull 4 fleet carrier with 25 damage and 31 crew with no interceptors. You might still be better off with the xill.


Dave
 
I tend to agree with Dave if your keeping the main carrier idea, up the damage/crew, gain a trait and move up to raid.

I orginally thought it needed to drop two fighter flights. Or lose half the AD on the gun. Or drop to the range ten guns the varrka uses so it has to go into harms way to fight. If your a primary carrier, with great bombers there has to be a trade off, and that should have been in other firepower/flexibility.

Ripple
 
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