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Hi, I'm a definite noob to BFG and have some questions. First, lances are definitely beastly, but in comparison to the boarding actions (assault boats, hit and run, etc) they just don't seem as intense. So my question is, what's better, lances or boarding action? Also, I'm considering Dark Eldar (cause they're fast and good at assaults), Necrons (faster but not as super good at assault, Ithink), or the Eldar (cause they have the oppurtunity to be super fast, manueverable, and lots of lances), so could any commanders give me advice as to which one I should choose and if my "summaries" of the aforementioned fleets are accurate?
It depends what kind of "Fast" you want. Necrons are great at going the distance, but can't move around in tight spaces as well. Dark eldar can also go very fast, and have more turnability than the necrons. Then, we have the Corsair eldar with infinite turnability and the ability to run away after letting loose a deadly salvo. A bugger to catch in the hands of a skilled opponent!
Launch bays vs. Lances
If we're talking about eldar launch bays and lances, then both are VERY good. Pulsar lances sting like a hornet (An explosive one) and are cheap to load up on.
Eldar launch bays can launch (what a suprise) fighters and bombers crewed by ninjas. No really! The opponent's turrets need 6's to hit them! And they can reroll the total attack runs, if you want.
Last edited by Marlinspike; December 2nd, 2006 at 05:35.
Its kind of difficult to compare the two as they are so different. I'll give you a quick rundown of each.Originally Posted by Mech Engr Stu
Boarding actions can be devastating; indeed they can destroy a ship very quickly with luck and good planning. However, there is a risk that your ship will get damaged and/or receive critical hits leaving it vulnerable to future attack. You have to be close to an opponent to board (almost impossible against Eldar) and you have to roll several dice in order to carry out that attack. Thatâ€™s a lot of things to potentially go wrong. If you get it wrong, or have bad dice rolls, you could find yourself left in a vulnerable position, something your enemy will exploit mercilessly.
Hit & run attacks and assault boats are much less risky, but nowhere near as damaging. Hit & run attacks require you to drop the opposing ship's shields and be fairly close, but assault boats require nothing other than base contact with the vessel. The critical hits inflicted by these attacks can be a battle winner if they damage the correct weapons systems on a big enemy ship, but are really not that useful without bomber/weapons batters/lances etc as they do very little VP winning damage themselves.
Lances are powerful and useful weapons in the hands of the right player. Not so great on their own, but when used intelligently with weapons batteries they can really make a difference. The Eldar laugh at lances thanks to their Holofields, but other races should fear the noble lance. As a direct fire weapon the lance can reliably inflict ranged damage on enemy ships and will have far more chances to inflict damage during the course of game than a boarding action. So whilst a lance may not be as damaging in a single turn, it may well cause as much damage over the course of a game as it gets to fire more often. It might not cause critical damage automatically, but there is a chance a hit from a lance will cause such damage.
So which is better? I'd say that they are too different to be compared in such a way. Lances are commonly used ranged weapons that are pretty vital to fleet operations. Assault boats are a useful, if less common, option to assist in attacks by damaging critical enemy systems at the most opportune moments. Boarding actions are unreliable and risky, but can have a huge impact on an enemy vessel.
Each of these options has a different purpose, so saying, "which is better" doesn't really apply. They should be used in unison to achieve a greater effect. If you are asking which is more damaging then boarding actions can cause more damage in a single turn than one ships worth of lances. But the boarding action is more risky, and the lances can fire every turn meaning they will probably cause as much damage over the course of the game if used well. So, the three options need to be used together, no one is 'better' as their application and function are so different.The three fleets you are considering are some of the more difficult fleets to use. I would suggest everyone starts with an Imperial or Chaos fleet as they are generally more forgiving and will allow you to grasp the rules more quickly. You could start with any of your choices, but might find their special rules make the game more difficult for you. This is especially true o the Eldar, who have tin-foil hulls and can take no punishment whatsoever. Of all those fleets, I would suggest Necrons for a new player, as their ships are hard (very, very hard) and so can take punishment. As they are so expensive (points wise) they are cheaper to collect, but remember you will almost always be outnumbered by your foe.Originally Posted by Mech Engr Stu
If you want a breakdown of each fleet, then look in the newbie guides section of the articles page. The articles link is in that blue bar at the top of the screen. Then find the "which fleet is for me" article written by Rogoth, which will tell you all you need to know about each fleet.
Hope this helps mate, let me know if you have any questions.
Thanks for the replis! I'll definitely have to check out that post!
rp252 makes a good point, always play your first game or two with Imperial or Chaos.
I know I'm coming to this a little late, but I would recommend NOT playing Dark Eldar. The general view is that Dark Eldar and Tyranids are the two weakest (or at least, the least played) fleets. Space Marines and Orks coming in next. They're pretty tough for a newcomer to win with.
Looking at the choices you listed (Necron, D. Eldar, Eldar) I would strongly recommend Necron.
-They require the fewest ships of any fleet to form a decent fleet
Which has two added advantages
-They are tied with Imperial for cheapest to buy
-As a new player, they take the least overall coordination.
Their special rules are also fairly forgiving on new players. The Eldar really aren't something you should tackle before a fair amount of time as Imperial or Chaos (Chaos helps more), but Necrons are close enough you really can jump right into them and probably not lose out on too much of the basics.
Just remember if you're a Necron, Lances are BAD. Kill Lance armed ships over just about anything else.