Battle report: EA vs. Narn (4 point Raid)

Captain Kirk

Mongoose
Battle report Earth Alliance vs. Narn

Yesterday I played 4 point Raid game against my friends Narn fleet (known as Anthallas here, the one with the scratch built G’quan).

We played the Call to Arms scenario.

Third Age EA fleet:

Taskforce Juno:

-Omega (EAS Juno)
-Nova (EAS Abrams)
-2x Hyperion Assault Cruiser (EAS Sydney & EAS Farragut)

Narn fleet:

-G’Quan
-T’Rann
-2x T’Rakk

Deployment:

Both fleets deployed pretty much facing each other. Our only terrain was an asteroid base with few other smaller asteroids. Its density was rolled as rating 6.

Deployment1.jpg


Turn 1:

EA wins the iniative. All ships moved forward. Nova and Omega opens fire at one of the T’Rakks and causing heavy damage. Most of the Narn firepower is out of range but G’quans heavy lasers and T’Ranns main weapon damages the Nova. EA chose to keep all of its fighters inside their ships because of the e-mines.

Turn1_2.jpg


Turn 2:

EA wins intiative. All ships are closing in and every ship was now within weapons range. Things might get ugly…
EA ships decided to concentrate most of their firepower at the G’quan and the other T’Rakk which took damage last turn.
G’quan took 6-5 crit but still kept coming but the T’Rakk was destroyed. Most Narn ships fired at the Nova and soon it exploded in a spectacular fireball taking all of her Starfurys with her. Exploding pieces damaged the other T’Rakk and destroyed one Frazi flight. First blood for both sides.

Turn3_1.jpg

Turn3_2.jpg


Turn 3:

EA wins intiative. At this point both fleets were point blank range from each other. EA still concentrated their firepower at the G’quan and causing heavy damage. Almost all Narn firepower was taken down by interceptors but Omega took 6-5 critical hit. Several Narn fighter flights were taken down by Hyperions particle beams.

Turn5_1.jpg


Turn 4:

Narn wins intiative. EA again fired everything they had against the G’quan which was almost crippled at this point. Lucky critical hit from Hyperions pulse cannons caused the T’Rakk to not only take heavy damage but take out its engines as well. It could no longer move as she had lost her damage control systems earlier. Both Hyperions are taking damage from the Narns. Omega launches her first fighter wing which was immediately tied to a furious dogfight by the Frazi.

Turn6_2.jpg


Turn 5:

EA wins intiative. G’quan is finally destroyed by the Omega. The second T’Rakk was also destroyed and the EA clearly had the upper hand now. Narn firepower pretty much ineffective. Dogfighting between the Frazi and the Thunderbolt continues.

Turn7_2.jpg


Turn 6:

Narn wins intiative. Hyperions and T’Rann began furious knife fighting. Both sides takes damage and one of the the Hyperions is crippled. Omega is preparing to make tight turnings in order to get back to the fight. Omega is launching more fighters now that the e-mine threat is gone. Dogfighting goes well for the Narn.

Turn8_2.jpg


Turn 7:

Narn wins intiative. T’Rann and Hyperions still changing fire and T’Rann is able to destroy one of the Hyperions. Omega launches her last fighter flight and moves toward the T’Rann. The dogfighting Frazi gets outnumbered as more Thunderbolts join the fray.

Turn 8:

Narn wins intiative. Narn firepower intercepted. Omega is now ready to join the fight once more. Dogfighting continues.

Turn9_1.jpg


Turn 9:

EA wins intiative. Both sides are out of weapons range. EA is losing the dogfight despite outnumbering.



Turn 10:

Narns wins intiative. Omega fires her heavy lasers and pulse cannons at the T’Rann causing some damage. T’Ranns return fire is intercepted by the Omega. The last Frazi wins the dogfight and gets the honor for being the only surviving fighter flight on the table.

Turn10_1.jpg


The Omega and the Hyperion were both pretty much undamaged (Omega had 31 Dam & 43 Crew, Hyperion had 23 Dam & 27 Crew left). T’Rann had 20 Dam & 42 Crew left.

Aftermath:

It was a close game from the beginning. Both fleets were balanced and had the same number of ships. As always in ACTA a few critical hits at the right time changed the balance of the game for Earth Alliance. Fighters were pretty much ineffective in this game mainly due to the Narns e-mines and EA anti-fighter weapons. It was great game and first to be played with my friends Narn fleet. In fact we haven’t played much ACTA at all until recently my friend got inspiration to make his own G’quan for himself. I have played mainly against my other friends Vorlon fleet but those games have never been as exciting as this game was.
 
Great report for what seems like it was a great battle - kudos to both of you for well painted models.

Nice to see a battle where two big heavyweight fleets get in close for knife-fights, all those pulse lasers and interceptors flying around with the odd colossal explosion is reminiscent of Severed Dreams.
 
Good fight, Suprised to see the T'Rakks being used, but I believe the narn player only has a few models. He needs to consider some Ship busters for close up devastation!
 
Nice to see a battle report with all the pics - looks like you had a great time and the models look great!
 
Hang on a second... surely some imutable law of ACTA has been violated or Im losing my eyesight but I could have sworn you said a FRAZI flight not only lasted a turn in dogfight but did so for ages and managed to actually fight off multiple thunderbolt wings?!?!?! Give them all medals :P
 
Yes those damn Frazi won most of the dogfights they were involved :) I simply rolled very badly.

We don't have access to the rules supplements so could someone send me the rules for the new e-mines (in PM perhaps)? My friend did not use those shipbreakers as we were unsure how they worked.

We know that e-mines don't do crits no longer but what about those variant mines? I mean 12 SAP Douple Damage shots seems way too good to me...
 
Its not really fair to use updated e-mine rules, but not updated all of the other rules. Stick to one ruleset, rather than pick'n'mixing the rules you like from each of them! What are you using, pre-SFOS?
 
Damn. Those have to be some of the best fighter pilots in the entire galaxy. Frazi's defeating entire groups of thunderbolts when outnumbered? :shock: They need to join up with my fleet.
 
We don't have access to the rules supplements so could someone send me the rules for the new e-mines (in PM perhaps)? My friend did not use those shipbreakers as we were unsure how they worked.

Head on over to the Dag'Kar page in the shipviewer and you can switch the E-mine configurations to see the various stats on the weapon load outs. The same thing is out there for EA Missile Variants if you want to see those.

You really should pick up a copy of Sky Full of Stars to see some of the more specific information on these sorts of things, but for the moment you can use this as a start.
 
Can those shipbreakers cause critical hits unlike normal e-mines? We know almost all the rules up to the armageddon and I just ordered SFoS and Arma via local retailer...
 
Anthallas said:
Can those shipbreakers cause critical hits unlike normal e-mines? We know almost all the rules up to the armageddon and I just ordered SFoS and Arma via local retailer...

They can cause crits because they lose the emine trait. Still slow loading though :cry:
 
yes, ship breakers loose the e-mine trait, they can be interceoted, and only hit a single target, but they do the extra damage and can crit
 
Like Anthallas said we are using the latest ship stats from Armageddon but we just lacked those e-mine rules.

But if G'quan can fire 12 SAP DD shots in one turn it makes it insane! I mean how it is justified to remain in Battle level? I don't care if they can be intercepted because it takes only one volley from those twin-arrays to take down all my interceptors... And slow-loading is just a joke in my opinion in this case.
 
Captain Kirk said:
Like Anthallas said we are using the latest ship stats from Armageddon but we just lacked those e-mine rules.

But if G'quan can fire 12 SAP DD shots in one turn it makes it insane! I mean how it is justified to remain in Battle level? I don't care if they can be intercepted because it takes only one volley from those twin-arrays to take down all my interceptors... And slow-loading is just a joke in my opinion in this case.


My suggestion would be to stay outside either range 8 or range 10.


Dave
 
Captain Kirk said:
Like Anthallas said we are using the latest ship stats from Armageddon but we just lacked those e-mine rules.

But if G'quan can fire 12 SAP DD shots in one turn it makes it insane! I mean how it is justified to remain in Battle level? I don't care if they can be intercepted because it takes only one volley from those twin-arrays to take down all my interceptors... And slow-loading is just a joke in my opinion in this case.

While it's potentially nice, odds are by this point your G'Quan has been getting shot to itty bitty pieces by the longer range weapons that everyone else has. Such as that Primus 6AD SAP DD Beam with a F arc as opposed to your puny little 3AD SAP DD Beam with a B arc. And you've just given up your fighter clearance by converting everything to ship breakers and frazis usually won't be so lucky as to actually win dogfights. Ship breakers are good, but they aren't the ultimate weapon of doom that you think.
 
But if G'quan can fire 12 SAP DD shots in one turn it makes it insane! I mean how it is justified to remain in Battle level?

Well keep in mind that it is at range 10... So under most circumstances you are hampered by that. Should you get into that close range scrum you had going on in this game though, the things are deadly. If you think that's bad though you should check out the Heavy Missiles you can load onto your EA ships. 12" range with Super AP, Triple Damage and Precise to boot. Worse, you can mount the things on patrol level craft like the Hermes so you can get a whole horde of them. The best he can do is a Dag'Kar since the Pulsar mines on the G'Karith don't get to use the variant e-mines.

And you've just given up your fighter clearance by converting everything to ship breakers

Not true. You can short charge the mine as a sort of extra special action. When you declare a short charge you fire a standard e-mine with a 20" range and half the AD. If also loses the slow loading trait in that round. While it has been debated a few times, and never officially answered after the first official answer was deleted in the great post dissappearance, a short charge may be used as follows:

Round 1 : Fire Short Charge
Round 2 : Fire Short Charge
Round 3 : Fire Ship Breaker
Round 4 : Wait for Slow-Loading
Round 5 : Fire Short Charge
Etc;
 
Mayby it is just me but those shipbreakers spell doom to my EA fleet.

It seems like most people like to hang back in ACTA games and use long range weapons but as you see from my report we like it up and personal.

Besides that fleet you saw is all I have and due to recent Mongoose mould problems I have no desire to get more EA ships at the moment. So there is no option to get different ship types (we don't use counters).

I don't even see how it is realistic to stay back for more than a few turns in normal game with 24" between... Or is it just that we are using a too short table or something?
 
Great report and a great battle. Pics add a huge amount of "j'ene sey quo" (I know no french... so if this is wrong, don't shoot me) to the whole thing. The models were very well painted as well.

I look forward to future reports.
 
Captain Kirk said:
Mayby it is just me but those shipbreakers spell doom to my EA fleet.

It seems like most people like to hang back in ACTA games and use long range weapons but as you see from my report we like it up and personal.

Besides that fleet you saw is all I have and due to recent Mongoose mould problems I have no desire to get more EA ships at the moment. So there is no option to get different ship types (we don't use counters).

I don't even see how it is realistic to stay back for more than a few turns in normal game with 24" between... Or is it just that we are using a too short table or something?

Averaging out Don't oversetimate ship breakers, they are after all, slow loading, so it translates to 6 SAP DD shots a round, against an Omega, thats 3 hits a round, minus any interceptors shoot down, and suddenly you see it's not as big an issue as it could be.
 
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