From: kx.henderson@q... (Kelvin)
Date: Tue, 2 Jul 1996 22:11:39 -0400
Subject: Kra'Vak Guns
I've been listening to the debate about the Kra'Vak on the list now for about three weeks and I've found that the following should work really well for balancing their weapons somewhat. Scatterguns:- I think that a -1 to the die role for each2" or 3" the firing ship is away from the target for Scatterguns is a good idea. Railguns:- Allowing PDAF's and ADAF's (NOT "c" Batteries) to shoot down railgun shots in the same way as missiles (only on 6's). In the "Aliens: Colonial Marine Technical Manual" the U.S.S. Sulaco is described as having Laser batteries that are used to shoot down fighters, missiles AND railgun shots. For this, in the "orders" phase, the player _must_ note down how many PDAF's/ADAF's are being dedicated to Railgun defence and these can then be used ONLY for railgun defence, not for hitting missiles or fighters. PDAF's only protect the ship they are on and ADAF's have their area effect as normal. I think that these rules are simple and effective without making the Kra'Vak too UNDER-powered (they should still be the all-scary nasty Chiggie-bug thingies). Also- for all of you who are having trouble with dealing with the bugs, here's a tip: BEAT THEM AT THEIR OWN GAME!!!!! Use lots of escorts and small cruisers which are almost as maneuverable as the Kra'Vak ships and this will really confuse the Kra'Vak player. Then one or two (at most) capitals with Wave Guns to do some heavy damage and attract his fire. I've found this works really well. Also I've been meaning to try using four Mass 40 capital ships with a Nova Cannon on each and sit them at the back of the board and keep my fleet behind them and keep firing Nova shots all game. Even with their manouverability they can't dodge templates that cover almost the whole table and ignore armour!!! Never tried it but it feels kinda fun :-)!