Andromedans vs fleet
Posted: Sat Jan 17, 2015 10:48 pm
Find that the firepower of Andromedans vs a Galactic fleet is very disproportionately in favor of the Galactic fleets.
So how can 2 Andromedan intruders with mix of Mambas, cobras and a sensor ship fight a 10 ship Galactic fleet.
1) Prepare for a long drawn out fight. The Andromedans should plan on fighting no closer then 8 hexes from the Galactic fleets. He should fire his Th's and immediately Displace away to recharge heavy weapons. The displacement should be as far from enemy fleet as possible so that on the next turn while recharging your TH's you can move as slow as possible to prevent using up too much energy. You can always displace again during the next turn you are moving speed say 16 as necessary to keep your distance from Galactic powers ships that are trying to close with you.
a) Why would the Andromedans need to conserve power with all the Batteries they have? The players I play have found out that they do not want to shoot the Andromedans unless they can fill up the PA's of the Andromedans and do internal damage. Any other result just gives more power for the Andromedans to use. So now they just chase the Andromedans around causing the Andromedans to eventually run out of power and then become an easy target to finish off. A side note, the galactic players use suicide shuttles constantly in battles but have stopped using them on Andromedans, as since they are not shooting at the Andromedans, I would run into their suicide shuttles on purpose and holler give me power. Yes the group I play with were not amused.
B) So as you can see when fighting a long battle with Andromedans power management is key. So this requires a good size battle map, if you are far enough from an enemy ship that moving speed 24 they will not catch you as you recharge your TH's, on Sub turn 7 other phase if you are an intruder you transport a Mamba 5 hexes out in front of your movement and the intruder moves towards the Mamba. Timing your movement so that at the beginning of the next turn the Mamba can now set a speed of 24 and puts a tractor on the Intruder. The intruder than can have a speed of zero to recharge power to it's batteries and the Mamba moving maximum speed with acceleration should be able to tow the intruder at 3 hexes per sub impulse. Intruder then will be at near full power for the next turn. Just be sure at least 16 hexes from enemy fleet when doing this.
Then go back after Galactic fleet and shoot your Th's and run away again to recharge. Eventually you should start causing enough damage to win.
So how can 2 Andromedan intruders with mix of Mambas, cobras and a sensor ship fight a 10 ship Galactic fleet.
1) Prepare for a long drawn out fight. The Andromedans should plan on fighting no closer then 8 hexes from the Galactic fleets. He should fire his Th's and immediately Displace away to recharge heavy weapons. The displacement should be as far from enemy fleet as possible so that on the next turn while recharging your TH's you can move as slow as possible to prevent using up too much energy. You can always displace again during the next turn you are moving speed say 16 as necessary to keep your distance from Galactic powers ships that are trying to close with you.
a) Why would the Andromedans need to conserve power with all the Batteries they have? The players I play have found out that they do not want to shoot the Andromedans unless they can fill up the PA's of the Andromedans and do internal damage. Any other result just gives more power for the Andromedans to use. So now they just chase the Andromedans around causing the Andromedans to eventually run out of power and then become an easy target to finish off. A side note, the galactic players use suicide shuttles constantly in battles but have stopped using them on Andromedans, as since they are not shooting at the Andromedans, I would run into their suicide shuttles on purpose and holler give me power. Yes the group I play with were not amused.
B) So as you can see when fighting a long battle with Andromedans power management is key. So this requires a good size battle map, if you are far enough from an enemy ship that moving speed 24 they will not catch you as you recharge your TH's, on Sub turn 7 other phase if you are an intruder you transport a Mamba 5 hexes out in front of your movement and the intruder moves towards the Mamba. Timing your movement so that at the beginning of the next turn the Mamba can now set a speed of 24 and puts a tractor on the Intruder. The intruder than can have a speed of zero to recharge power to it's batteries and the Mamba moving maximum speed with acceleration should be able to tow the intruder at 3 hexes per sub impulse. Intruder then will be at near full power for the next turn. Just be sure at least 16 hexes from enemy fleet when doing this.
Then go back after Galactic fleet and shoot your Th's and run away again to recharge. Eventually you should start causing enough damage to win.