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Post by maduncleandy on Sept 1, 2012 14:34:37 GMT -5
I've got some figs painted for both Cyborg and Colonials and wanted to try a few sample games prior to trying to get some friends hooked.
What I have painted are a Cyborg 3 Blade Carrier (the one with 8 reapers) and a Rex.
As the Rex is significantly larger mass, I expected it to tear up the cyborg most of the time. After ten games or so, including going back and re-fitting the Rex with different weapons (first more gatling autocannon, then going to gatling lasers) the Rex has been shredded by the Reaper fighters every time..only once managing to destroy his enemy and then with a single hull point to spare and swarms of reapers still around.
Flak and PD seem iffy at best ( need to *beat* an 8...so hitting only on a 9 or 10). Gatling lasers seem to do a good job of shredding fighters on their turn, but still not enough to allow the Rex enough time to get into it with the enemy.
It seems that even without the nukes, the fighters will get in at least 1 hull point per surviving fighter (36 on turn 1 if FLAK and PD are completely ineffective...not that they ever are...but checking my understanding of the rules)
Are there any frequently missed rules regarding MVM fighters? I checked the errata and the only fighter related one I see is that one cyborg fighter needs to be stronger.
...or is this game just one where fighters are a must. (My colonial fighters are still on the painting table)
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Post by warchariot on Sept 3, 2012 16:05:42 GMT -5
Yes, fighters are a must and are better than the Cyborgs. You will have less fighters in most cases, so use them to protect your ships while they close to can't miss range, then you'll rip them a new one. But be careful of the missiles!
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Post by TheDreadnought on Sept 4, 2012 10:50:33 GMT -5
Yeah MvM is really a fighter oriented game - just like the TV show(s).
If you recall from the original series in particular. . . heavy ships without a fighter CAP do indeed get shredded by fighters.
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Post by maduncleandy on Sept 4, 2012 20:04:53 GMT -5
Makes sense, really once I think of it. I'd imagine a real world battleship devoid of air cover and adequate CIWS might be an easy prey to fighter strikes as well.
That said, I finally figured out that some of my problem was the nut between the rulebook and the chair...just plain silly tactics on my part. Once I treated the fighters as the serious threat that they obviously are, and tried to maneuver a bit rather than ramming straight through them to get to the carrier, a heavily reworked Rex ... designed to stand alone against fighters...did the trick pretty handily.
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Post by maduncleandy on Sept 27, 2012 17:12:50 GMT -5
BINGO!!! I was playing missiles wrongly. I allowed them 2 turns at *any* point in their movement.
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Post by TheDreadnought on Sept 28, 2012 9:48:52 GMT -5
Yes. . . that will indeed make them extremely deadly.
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Post by warchariot on Sept 28, 2012 20:06:25 GMT -5
BINGO!!! I was playing missiles wrongly. I allowed them 2 turns at *any* point in their movement. Yep, one turn at four and one at the end. I would also say use the alt rules in the back for different missile classes.
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Post by maduncleandy on Sept 30, 2012 13:31:33 GMT -5
Wow...now tried a few games this way, and unless the table is littered with starships, missiles seem almost uesless. I may try 12 point navigation to see if that helps, allowing the missile to turn either 30 or 60 when it turns. Also, checking my assumption...when using variable missile speeds, I'm imagining cluster missiles make their turn after 5 hexes (half of their 10). Also, in the text on p. 85, 4th paragraph from the top, it says that in the example to the lfeft the ship would impact the bombardment missile. I thought ships could fly unharmed "through" missiles so long as they didn't land on them. Is this incorrect?
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Post by warchariot on Sept 30, 2012 20:04:56 GMT -5
custer still turns at four see rules. if you fly through missiles they attack you. The usefulness of missile is in numbers with missiles flying through and turning back while others come form the front and sides. Also, you get to move them in the way so the other side has to fly into them. Get a good 40-50 missiles out there and see what happens.
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hamilton
Lieutenant Commander
Posts: 141
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Post by hamilton on Sept 30, 2012 22:43:39 GMT -5
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Post by TheDreadnought on Oct 1, 2012 10:50:55 GMT -5
Using missiles effectively is actually a skill you have to develop. Learning to target where the enemy will be in 2-3 turns, instead of where he is. Or, sending a volley to where you DON'T want the enemy to be in 2-3 turns, then another one, plus your fighters to where the enemy has no choice to be as a result of your area-denial attack.
Some players prefer just to close to point blank and use them that way, but that gives up a lot of the tactical and first strike capabilities of them.
Colonial Battlefleet is an easy game to learn how to play. It's a challenging game to learn how to be a good player of it.
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Post by maduncleandy on Oct 1, 2012 19:20:47 GMT -5
Get a good 40-50 missiles out there and see what happens. Something tells me I'll need to have more than one starship per side to make that happen. ...and that I'll need to order more missile tokens from Litko....
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Post by maduncleandy on Oct 1, 2012 19:28:01 GMT -5
Colonial Battlefleet is an easy game to learn how to play. It's a challenging game to learn how to be a good player of it. Hallmark of a great game, if you ask me.! For fun, last night I made one of my "Three Blades" go to marksmanship practice. I set it up and dropped an asteroid more or less at random and looked for the shortest path to hit it while stationary. Harder than it would at first seem... Then on to moving asteroids. :S
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Post by warchariot on Oct 5, 2012 19:51:07 GMT -5
You are correct 5/5 turn at halfway and end.
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