OK, I've just started tinkering with Sa'Vasku. My primary fleet is still FSE,
but I wanted something different, and Phalon just seemed too similar to FSE,
and Kra'Vak had already been 'picked' by someone in our group.
So I played the Sa'Vasku at the 20% less I have seen suggested everywhere, and
I just got hammered. I don't mean lost after a hard fought fight, I mean
hammered. And I'm just curious how people managed to do so well, that it
justified the 20% penalty.
Granted, the ability for Frigates to fire out to 36" is not bad in the
slightest, but when the SDN gets a maximum of 8 dice (only 6 forward), up
against a Maria von Burgand that can get 21 Dice, the numbers seem to just
deteriorate. I originally thought that Stinger nodes could fire multiple dice,
but the rules seem to actually dispute that.
As we play on a 72x72 MU table (our forays into using cm as the MU failed), is
there anything anyone can suggest to make me want to put Sa'Vasku back on the
table? Either Sa'Vasku players who know what to do to win, or other players
who know what not to do to lose (seeing that perspective might help too).
G'day Morgan,
> And I'm just curious how people
Assuming you're using FB2, I wouldn't use a 20% penalty I'd change their
range bands to 9" not 12". I'd also put the spicules into the defense pool and
pods into the R pool. Then you shouldn't have to worry about changing any
points costs.
> I originally thought that Stinger
They can fire multiple dice alright. The costs stated are points per dice at
the range. If you want to channel more dice through that stinger then
you just pay the extra power points cost. Its one of their most flexible
features, less restriction of arcs and they don't necessary lose the ability
to fire when they lose a stinger (just redirect through another node).
> As we play on a 72x72 MU table (our forays into using cm as the
Drop the handicap, try the suggested changes, allow multiple dice per stinger,
in and of itself that should make SV competitive. Beyond that either go in
fast and hard or flit around the edges, trying to go in between usually means
you get squished. Also either keep the use of drones to what you need rather
than what looks cool or keep the motherships out of action (treat them like
the fragile carriers they are). Without knowing if you play vector or
cinematic I'd also say that it may take a few games to get used to their
movement (when you should, when you shouldn't etc).
I've found them to be a lot of fun, though a bit more challenging than
standard races - if you make a poor decision you often pay for it fairly
hard.
Have fun and good luck
Beth
> Beth Fulton wrote:
> G'day Morgan,
Agreed on the range bands. Once we started tinkering with this, we didn't even
find it necessary to switch the spicules or the pods.
> They can fire multiple dice alright. The costs stated are points per
.
Very true. In playing the SV I've found that I'm not as happy killing systems;
rather I'm just happy to kill off those power generators. Of course, drive hit
s are nice too:)
> Drop the handicap, try the suggested changes, allow multiple dice per
Very true. I've found that many SV players tend to ignore some of the intrigui
ng possibilities that the fleet presents in favor of trying gun down their
enemies
as
quickly as possible. After all, the temptation to use all 40 power points for
shots at close range is fairly attractive, but as my usual SV opponent found
ou
t,
is not very effective against a Komarov with level 2 screens. The SV will have
a
difficult time against a fairly tough opponent (ESU fare the best against
them,
I
think) and really have to pick their place to go full-bore with their
weapons, otherwise they're just fodder. The other disadvantage that they have
is their inability to produce heavy fighters. The fact that every fighter your
PDS kill s is one less hull box to mash on their carriers is also a bit of a
weakness as well.
Mark
> Have fun and good luck