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Imperial fleet info needed...

 Post subject: Imperial fleet info needed...
PostPosted: Fri Oct 10, 2003 1:00 am 
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Hi!
The thing is, I'm trying to "intruduce" some new players to the wonders of BFG, using the "extra" ships from the box set(I'm using caos).
I dont know much about the game itself (let alone give advice about fleets) so I wonder if there are any Imperial players (or other experienced ones) to give a general overview on the Imperial fleet ships (like the topic about caos ones).

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Axt


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 Post subject: Imperial fleet info needed...
PostPosted: Fri Oct 10, 2003 1:46 am 
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http://www.deepspaceclub.org/battleflee ... actics.htm
Old but still useful.

Also, try the deaynes spotter's guide to gothic, on this site.


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 Post subject: Imperial fleet info needed...
PostPosted: Fri Oct 10, 2003 1:53 pm 
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Great link Serps!

Thanks
Axt


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 Post subject: Imperial fleet info needed...
PostPosted: Fri Oct 10, 2003 4:55 pm 
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That is a cool site, I may have to use it when I expand my Imperial fleet!

Cheers

Chris

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 Post subject: Imperial fleet info needed...
PostPosted: Fri Oct 10, 2003 5:23 pm 
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Great stuff there. Good overal analysis and ship by ship breakdown, even if some ships (namely the imperial battleships) are not there. I disagree with a few of the points, like the murder being that good; IMO the Hades is so superior that it is a laughable thing to take murders instead of the hades, one of the best buys for the points you can get there. Same about the Lunar vs Gothic stuff. Statisticaly a Gothic causes more damage than a Lunar most of the time. But a great analysis none the less, I really liked it an detected some easoning mitakes on my part reading it as well.

As I already aid, great stuff there. Keep it up! :)

Regards,

Xavi

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 Post subject: Imperial fleet info needed...
PostPosted: Sun Oct 12, 2003 11:07 pm 
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Ok...
After some reading I've came up with this 1095pts list :

-Admiral Ld9, +re-roll
-Dominator
-Lunar
-Dictator
-Dauntless
-Dauntless
-2 Sword
-3 Cobra

I had and still have some doubts about the Dominator (is the NCannon worth it?) but lacking of experience I've decided to give it a chance. Both Dauntless were already at home and painted (as were the Cobra's and Sword's) and as they seem to be worth every dime, I'll try 'em.
Yet, I still have one extra sprue for another cruiser and was thinking about a Gothic or maybe another Dictator...(?)
Please, feel free to comment!

Axt


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 Post subject: Imperial fleet info needed...
PostPosted: Sun Oct 12, 2003 11:43 pm 
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Well, I don't really like Nova Cannons, but that's a personal preference. To me they look out of place there but theyb are effective none the less. I would recommend taking a tyrant instead over the dominator, though. Dunno but I have made some statistics and broadside 12 is not that great. In fact most of the time it is well under a gothic or lunar in damage dealing. A tyrant only has broadside 10, but you can get the zealot (I think) that has a 45 range broadside and the NC in the front so it is a nice middle/long range ship for your fleet, a support vessel. The dominator is good at long range and at shiort range, but at sort range other lne cruisers beat him.

I would follow the adivise that the article posted by Serps gives: take a pair of lunars and pair them up. Broadside of 4 lances and WB12 and up to a 12 str torpedo salvo in the front.

The list is not bad at all. In fact as you can see it is quite similar in overall design to mine :) but I think it could be better. I have no personal experience with dauntless ships or NC so I am not the best one to give advise here but hey :) Team the dauntless for sure. Broadside of 4 is poo, broadside of 8 is more serious and can take down some escorts bugging you.

If yu want to save points I would take a fleet admiral (ld8) since most of the time that would be enough, unless you suck at rolling like me but in that case in fact it doesn't matter because you are gonna fail none the less LOL :D

Hope that rant helped :)

Regards,

Xavi

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 Post subject: Imperial fleet info needed...
PostPosted: Mon Oct 13, 2003 3:10 pm 
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..I like the Dauntless- the prow lances can do some damage, especially when teamed up with another Dauntless, or a squadron of Firestorms.. If you take the torpedo variant, it is still great- 6 torps can do a lot of damage.. just remember to time things right!

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 Post subject: Imperial fleet info needed...
PostPosted: Mon Oct 13, 2003 5:30 pm 
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In that fleet I'd be tempted to get rid of the Dominator and take another Dauntless, it levels out the fleet at a more round 1000pts.

Saying that there is nothing to stop you making whatever ships you want then "tailoring" the fleet for every battle

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 Post subject: Imperial fleet info needed...
PostPosted: Mon Oct 13, 2003 10:35 pm 
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Hi!
Well, personaly I'm not the biggest fan of the nova cannon too, but I feel like I should use one for a while, to have some "solid ground" experience with it.
Other than that, I've found it to be a powerfull weapon, but not entirely reliable.
I've found the Dauntless's very usefull, as they never seem to be a primary target, can absorb some serious beating and end up being a great help with those lances!


Now, there's some rules question I have, it would be nice if you could help me out:

1-What happens when a "blazing hulk" ramm into another? Does it counts as normal ramming?

2-What if one capital ship (without any special order on it) has to move (for ex. 10cm before turning) through:
  a) a line of torpedos? Do we make the turret defense rolls, then the attack rolls... like if it was a "normal" attack from the torps?
  b) a line of bombers? (as in line "a)"? )
  c) a line of attack craft?

3- A capital ship (8 hits) suffers enough hits to lose all its "hit points"(for ex. 10 hits). After the roll in the catastrophic damage table (for ex a 10) the ship blows.
Must we place 10+4 Blast Markers on the table?

Cheers
Axt


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 Post subject: Imperial fleet info needed...
PostPosted: Mon Oct 13, 2003 11:43 pm 
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1) Ramming hulk: I would say so. Don't have my rulebook with me but under raming it should be made clear.

2) Passing through ordenance: you roll the normal attacks. Remember that the ordi attacks happen when the ordi enters contact with a ship's base, and this is exactly what is happening. The concrete reasons of that happening are not important. Basically you can consider that you are goin' around happily in your cruiser yadda yadda and the enemy throws some stuff at you. You try to maneuvre but it is too late and you run into the ordi. I suppose you have not been praying enough to your god of choice there ;) This is a goo way of having a shot at a cruiser at a distance of between 30 and 40 cm. He will run into it next turn no matter the fact that the ordenance didn't reach his vessel in your turn :)

3) Bast markers: Yup. At least I play it that way. Man, 10 hit points is a seroius beating....poor vessel.

4) Nova Canon: yeah, I know that. I prefer to learn to play with the basics without bothering much about weird stuff like the NC before I test it, though :) Go for it then. I would still recommend a tyrant with a NC over the dictator. To me it is better even if I am sure a lot of people will disagree with me. I have had a weird feeling about the Dominator being a "wrong design" since I first saw it, dunno why, but I heavily dislike it no matter what and would prefer any other combio over it. Personal taste I guess :)

Health and a lot of sixes,

Xavi

PS: some reports on your experiences would be great/astonishing/greatly appreciated ;) :p :D

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 Post subject: Imperial fleet info needed...
PostPosted: Tue Oct 14, 2003 1:03 am 
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I had this game where after some serious shooting from both sides (Imperial and caos), we ended up with 3 cobras, 2 infidels, and 1 dauntless as drifting or blazing hulks (and 2 capital ships cripled, one from each side), in an area not bigger then 15/20cm2.
The following turns in that area were a true nightmare, as everything kept ramming, and due to some "overloads" and "implosions" from the escorts, the cripled ships ended blowing up themselves...
To add insult to injury, every time something rolled in the catastrophc table, there was the need for some more blast markers...
Speaking of which, how in hell can we place 10 blastmarkers around the ship's base? (,,,)

Just one more thing, I cant remeber (nor find in the rule book) anything related with defense turret's use within ships squadrons... Do they "work together" somehow?

Thanks
Axt


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 Post subject: Imperial fleet info needed...
PostPosted: Tue Oct 14, 2003 1:10 pm 
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One thing to remember- ships _do not_ actually ram each other unless you have them do so- pass Ld test etc.. If hulks, "hit" each other as they move, then they are just counted as having moved above or below each other- space is 3D, and there is plenty of room to miss- the Ld test for ramming represents careful positioning and course setting so the ships actually hit amongst all that emptiness..

-no 2, yeah, ordance attacks as normal...

-no 3.. not quite sure if I understand- you just place as many blast markers as the number of shields that have been taken down- two in the case of a cruiser- so +4 for the explosion= 6 in total... :l

-You only place blast markers for shields taken down, or for drive explosions... _not damage_ ...any hits past the number of shields are just rolled to damage against the armour...

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 Post subject: Imperial fleet info needed...
PostPosted: Tue Oct 14, 2003 1:46 pm 
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Hmm... failed one and 3 out of 3. LOL. looks like I have played number 3 wrong all the way. I had been astonished at the number of blasts you had to put around every turn (shields and damage) in the games I have played so far (with other newies like me). Looks like we ned a more careful reading there, heh :)

Regards,

Xavi

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 Post subject: Imperial fleet info needed...
PostPosted: Wed Oct 15, 2003 10:36 am 
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:)
Thanks!
The ramming was in fact getting quite complicated and time consuming...

Cheers
Axt


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