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Call to Arms: Vree

 Post subject: Call to Arms: Vree
PostPosted: Tue Aug 15, 2006 4:37 pm 
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Noticed at least one EPIComm'er on the Mongoose forums and thought i'd ask here.

Anyone got any tactics for the Vree in Call to Arms? I have a game tonight, first game ever... my fleets been chosen for me but still some tactics would be groovy.

Secondly, if I typed up a brief report on it, is it an article for Warp Rift? It is a bit off topic for Incoming! :).

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 Post subject: Call to Arms: Vree
PostPosted: Tue Aug 15, 2006 6:19 pm 
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I would love to hear how it goes, although I cant offer much advice. I picked up B5 a few months ago and have yet to get into it as much as I would like. I think that it would be a little off-topic for both WR and Incoming, but I would certainly like an 'introductory' batrep here if you can manage it. (Although I dont have a lot of interest in the Vree, the general League of Non-Alligned Worlds is where my loyalties lie.)

Thanks.

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 Post subject: Call to Arms: Vree
PostPosted: Tue Aug 15, 2006 10:18 pm 
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Hi Tom,

I love the Vree, but haven't played them since the last edition of the game...

My tactic was play a game of maneauver and long range fire...

Their stats have changed since though...

The best bet with Shadows is usually to charge and let loose the dogs of war.

Shalom,
Maksim-Smelchak.

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 Post subject: Call to Arms: Vree
PostPosted: Wed Aug 16, 2006 8:37 am 
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Hi,

? ? ? ? ?Ok dude, NP :), quick report below then. Cheers for the advice guys.

? ? ? ? ?I played a standard game, four ships on each side on a 4 x 3 ft table. The game lasted for two hours, mainly because we jabbered incessently. It was Vree vs Narn, my mate sorted out the teams. At first things went fantastically, I concentrated fire from turn on and took out one of his patrol ships early on giving me the advantage in numbers. Then as they closed and I didn't have room to use my super manueovrability to its full they evened things up somewhat :). Narn up close are mental. I made several tactical mistakes, mainly in leaving critically damaged ships and switching targets, in the end they repaired most of the criticals and came steaming towards my battered fleet. The game ended up with the Narn flagship and a patrol boat left, the patrol boat crippled and the flagship on quarter health. It was a great game and much enjoyed, but really I should have focused my fire, that would have helped significantly. One thing I will say is that when the Narns main guns come to bare it is wince worthy :s.

? ? ? ? ?Looking forward to game number two ;).





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 Post subject: Call to Arms: Vree
PostPosted: Wed Aug 16, 2006 2:22 pm 
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Hi Tom and Gang,


(netepic @ Aug. 16 2006,08:37)
QUOTE
Ok dude, NP :), quick report below then. Cheers for the advice guys.


Cheers back at you, man!


(netepic @ Aug. 16 2006,08:37)
QUOTE
I played a standard game, four ships on each side on a 4 x 3 ft table.


That's a small board for Vree. You'd much prefer a 4'x6' board... trust me!


(netepic @ Aug. 16 2006,08:37)
QUOTE
The game lasted for two hours, mainly because we jabbered incessently.


Aahhh.... the battle of the words...


(netepic @ Aug. 16 2006,08:37)
QUOTE
It was Vree vs Narn, my mate sorted out the teams.


I'm not sure I've ever fought against Narn.

I fought in a campaign with narna llies...

Watch out for those energy mines!


(netepic @ Aug. 16 2006,08:37)
QUOTE
At first things went fantastically, I concentrated fire from turn on and took out one of his patrol ships early on giving me the advantage in numbers.


This was my tactic as well... hurt the big guns from a  distance and leave mopping up for last. Popping the little guys isn't too hard.


(netepic @ Aug. 16 2006,08:37)
QUOTE
Then as they closed and I didn't have room to use my super manueovrability to its full they evened things up somewhat :).


I always kept to the distance of my longest guns.

I would used a two-turn advance, retreat system using that super-maneauverability to its fullest.

Being in close with just about anyone is like being a Vree balloon at a porcupine convention.

The Vree are optimally a hit and run fleet... Save your Proton Shredders for emergencies.


(netepic @ Aug. 16 2006,08:37)
QUOTE
Narn up close are mental. I made several tactical mistakes, mainly in leaving critically damaged ships and switching targets, in the end they repaired most of the criticals and came steaming towards my battered fleet.


Definitely, pursue enemies until they are gutted. Don't let those repair rolls come back to get you.

I you do switch targets, wait until AFTER you've dealt a crippling blow to a major asset.

I do that when fighting the Earthlings... pick the flag ship and cripple it and then eat up the small ones.


(netepic @ Aug. 16 2006,08:37)
QUOTE
The game ended up with the Narn flagship and a patrol boat left, the patrol boat crippled and the flagship on quarter health. It was a great game and much enjoyed, but really I should have focused my fire, that would have helped significantly. One thing I will say is that when the Narns main guns come to bare it is wince worthy :s.


Sounds good!


(netepic @ Aug. 16 2006,08:37)
QUOTE
?Looking forward to game number two ;).


I miss the game too!

Shalom,
Maksim-Smelchak.

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