Al'Tai Campaign Blog

Admiral Laertes sighed in frustration as his aid placed another stack of casualty reports on his desk. The campaing had started so well. The task force under Commador Haen had moved tooccupy one of the two system jump gates, and the fighters aboard Haen's Achilles had managed to gather critical intelligence about the centauri fleet, losing only an Olympus corvette in the process. Then the Narn . . .

Laertes shuddered in remembrance. The rest of his fleet, centered on the Nereid, had emerged into the space surrounding the second jump gate only to discover the entire Narn fleet arrayed before them. In inutes, tongues of laser energy licked out from the mottled hulls of their opponents, destroying several ships, and crippling others. Laertes, unable to counter the Narn firepower, and unwilling to sacrifice his fleet so early in the campaign, had ordered a general withdrawel, but the cost! The Agamemnon, the Andromeda, the Pollux, the Argos, half his Hermes escorts; his fleet had been gutted in minutes of firing. While the cause was not lost, Laertes knew that the EA's aspirations in the Al'Tai system had taken a serious blow. Whether they could recover . . . ?

  • Hi, reports from turn one of our campaign. For those not in the know, the system we are fighting over has two jump gates, two comets, and three planets, a primitive, a commercial, and and industrial with a planetary ring. Centauri moved to occupy the commercial uncontested, due to some early hiccups in the campaign. I moved to occupy a jump gate, was contested by the centauri, and won. The game was a battle level recon, and went reasonably well. I used fighters to scan his ships, and had them all by turn two. I lost an olympus, and managed to maul a few of his ships in return. I've fought the centauri a few times now, and am getting the hang of it; get out of the arcs of their front beams, concentrate your firepower, and use fighters to force him to split fire.

    Then I fought the Narn. Due to some miscalculations on my part, we ended up playing a 7 point war Annihilation, and I got creamed. I was already at a disadcantage, having fought previously in the round, and was outnumbered. My fleet is fighter-heavy (yes, yes, I'm in denial), and I simply could not match the firepower ranged against me. His bin'Tak fragged a hyperion in the first turn, and he was able to smoke at least two ships a turn for as long as the game lasted, facing little or no return fire. Despite the presence of a sag and four Hermes, my missiles did nothing (2 dmage to his Bin'Tak), and the only other thing in range was the beam on my omega, wich scorched some paint off a G'Quan.

    So, my question: how the hell do EA fight Narn? Fighters are useless against their emines, and I don't see how I can bring more firepower to bear at range; his beams and e-mines easily match my beams and missiles, and seem to be more readily available. He used his long-range beams to smoke a hyperion and hermes turn 1, a saggitarius and hermes turn two, got an engine critical that stopped an omega dead in space, and prevented it from generating a jump point, which stranded a nova as well. His ships are tougher than their PR equivalents in EA, and even if I close, have more firepower out of more arcs. While the scenario was going to be bad news for me either way, this was an extremely frustrating game, and other than initiating jumps in turn one rather than two, I'm not sure what else I could do.

    Any thought on this?
 
1. You cant really go toe to toe with Narn.... trust me on this one, it doesnt work.

2. Fighters dont do well, emines.....

3. Narn ships turn worse than a 40 ft truck and have a top speed akin to a combine harvester.

The key to beating narn lies in the third point, and the fact you can outnumber Narn fairly easily with EA. As long as you stay out of boresighted beams your interceptors should take the brunt of the beating. Emines will ignore your interceptors, but the dangerous emines are short ranged, the minute he gets in range to use them, use APTE to get behind him remember:

"Tis cold comfort to have wonderous frontal weapons, when your being attacked from behind..."
 
i thought you could only scan with ships and not fighters and the like
 
Correct, fighters cannot be used to "scan" in the Recon Run scenario, this is on rulesmasters and is clarified in the Armageddon FAQ.
 
Rulesmasters is a forum, for getting official answers to difficult questions.
http://www.mongoosepublishing.com/phpBB2/viewforum.php?f=75
This isn't a change in Armageddon, just a FAQ answered.
 
Narn can't handle missles.
Missle ships move first as don't need boresight so you can boresight them. Hold onto your fighters to when/if you pass them then drop them.
 
I can understand your frustration when fighting Narn. EA does tend to have a tough time as E-mines negate the fighter strength to a large degree, Narns can almost match beam for beam, have better all round firepower, and Narn ships are generally much tougher than EA equivalents. You do have to pick and choose your fights against Narn in a campaign, as low point/low PL and high point/high PL fights tend to favor Narn. Mid point/mid PL games swing in your favor as EA Raid PL's tend to be much better than Narn equivalents. see my points below

Points to consider when fighting Narn.

1. Fighters are not viable in front arc of Narn ships. Fighters have free rein when not in front arc of Narn ship. Get a bunch of T-bolts behind his line and watch him squirm. Suggestion: launch fighters and keep them at least 6" inchs away from one another until your behind the front arc of his E-mines, and then bore in from the side or aft. Fighters are a viable option against Narn, it just takes a completely different approach than against other races.

2. Narn ships do NOT have interceptors so missle, missle, missle away.

3. Stay the Frak away from Bin'Taks and Rongoths, kill everything else. Those monster damage sinks hurt; but in a campaign setting, replacing Skirmish and Battle level ships starts to drain RR's real fast

4. His fighter suck when he has them. Take all T-bolts and leave the starfuries at home.

5. Take a bunch of dink Tethys, especially the laser variant. They pop quick but are easily replaced and serve as initiative sinks for the Hyperion and Nova squadrons

6. Dont shoot the Bin'Tak. I know this is number 3 but it needs repeating. Yes it hurts, but it takes way too long to kill.
 
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