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steve2305

Anyone Wavelurk?

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does anybody use wavelurker on their battleship? way i see things for CoA is we need to keep most opponents at range as if they board us its usually over.

I have yet to use it but a CoA player at the same store always starts that way with only half the turrets available it hasnt done as much as my battleship in the 1st turn or 2.

so anyone use it and what for?

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I use it every battle. We excel at close ranged damage. Yes, you have to worry about boarding, but that's what escorts are for. Now I'm not saying I steam into range band 1, but not too many battle ships can match our firepower in range bands 2-3. :ph34r: Fast moving flyers / robots are the only thing that really give me fits when it comes to boarding as you can't really screen yourself from them so you just have to grin and bear it and hope your dice are happy.

Wave lurking is also nice when you need to get your battle ship out of contact to deny your opponent some victory points. B)

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my friend who plays CoA always deploy submerged wich is a good idea scince you always have the option to go up during your first turn but you will be harder to hit if your opponent goes first. I don't know if its worth to keep it submerged afterwards though, you'll be able to get closer without taking that much damage but you will do less damage, I sugeest you try playing it both ways and check in wich way its more efficient...

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It depends on my opponent and the specific tactical situation, but I always deploy it submerged - since I can bring it to the surface at the start of the activation if I desire it. The extra 2" (and possibly another 2" from a Time Orb) can bring it up and be supporting my Plato Cruisers. The improved defense (5 or 6 to hit) is a nice benefit too.

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Yes for a number of reasons (to echo others).

1) Corvettes screen BB, BB screens escorts, escorts AA protects BB. Wack in a CAP and you are doing pretty well.

2) Always deploy submerged-why wouldn't you? As others have mentioned obscured + 8" move is great. 10" with a TDO is superb!

3) You still have 2 pretty good turrets when submerged.

4) Is characterful and funky and no one else can do it!

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The games I've been have a lot of terrain (icebergs surpsingly) in addition to what everyone else has mentioned ducking behind and iceberg seeing who fliches first is a great tactic :)

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I know this is an old thread but I've never used wavelurking. I would appreciate some assistance as I plan to try it first time in a local tourney.

 

? Where does the "extra 2" comes from in the movement.

 

? If I start submerged - move - change level - shoot - can I change level again or do I require a "Swift Manoeuvre" check to do that.

 

?If I start on surface - move - shoot - can I change level then or is the Swift manoeuvre check required

 

?Is it a reasonable for the aristotle/kepler to be wavelurking, within rb1/rb2 to fire pa and torps instead of being on the surface

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This thread is very old... it was made in a previous edition when weavelurking was very different.

So to answer your questions:

1. There is no extra move for wavelurking.

2 and 3. You change height level at the start of your movement phase, just like with flyers and submarines. You have to decide whether you want to be wavelurker or not before you actually move the ship. At the end of the shooting phase (after you have rolled all your attacks) you can try to swift maneuver.

4. A wavelurking model can fire any and all weapons it wants. Any weapon notes as being a "lower" weapon however counts as partially blocked. Torpedoes and particle accelerators are not partially blocked and fire as if they were in the submerged height band. For particle accelerators this means they hit submerged enemy models but not surface models. (Remember, a wavelurking model does not count as a submerged model except for these two weapons. It is still a surface model.)

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