Democratus
Mongoose
After playing the Convoy Duty mission a few times during the course of a campaign - I've noticed the drastic difference in how these games are played compared to how the more normal missions (ACTA, Annihilation, etc.). I thought it might be interesting to discuss these differences and how they can affect both your fleet selection and tactics.
There are two primary considerations in the Convoy Duty mission for both players. First there are the freighters themselves. These act as nearly free VPs for the attacker if he chooses to target them. The second is that the defender is confined to a small deployment space and is vulnerable to close attack on the first turn from any of a number of directions.
If the attacker can destroy the vulnerable freighters quickly with little return damage then it is an easy win. This puts the burden on the defender of inflicting damage to the attacker in the first turn that is at least equal to the value of all freighters. For example, in a Raid-level battle the defender needs to inflict at least 12 VP of damage to the attacker in the first turn. If not the attacker may be able to kill all the freighters and end the game with an immediate victory.
Different fleets have different capabilities and this can also affect the mission greatly. A Narn force (for example) heavy on e-mines can wreak havok among a freighter convoy without ever risking their ships in close combat. Countering this can be difficult. Spread out your freighters and (if your group allows it) have them Close Blast Doors! With luck you can survive till the second turn when you can punish the slow-loading ships and bring superior numbers to bear.
A Centauri force can fly Vorchans 21" from the edge of the board, guaranteeing a first turn strike at the freighters no matter where they are. But this will put them very close to your escort fleet and make them risk loosing VPs in such close quarters. Manuver and ship selection is the key here, as you will need to put Attack Dice on the enemy and they may fly such that your Forward (let alone Boresight) weapons are not usable in the initial turn.
Fighters are a very important tool here for both attack and defense. Most races can buy a large number of average fighters for a few Patrol FAPs. These can perform Interceptor duty for the freighters quite nicely. Energy mines are, again, unaffected by such measures. In this case get your fighters flying toward the enemy and force them to choose where to place their blasts.
((I'm begining to think that Narn ships are designed with commerce raiding in mind. It certainly matches their fluff.))
Ships that would otherwise not be considered for a standard engagement can shine in these scenarios. For the defender it may be better to choose a ship with weapons to the Aft, Port, and Starbord than one which has massive firepower in the Forward Arc. Ships like the G'Karith, Bimith, Centurion, Nova and others find new purpose in the hectic scrum of a convoy raid. Escorts can prove invaluable in stopping waves of enemy fighters.
And don't forget some of the less used special orders like Manoeuvre to Shield Them!. Even a moderate sized military ship can take a blow that would have killed a freighter without serious loss and, more importantly, without giving up VPs.
It's up to the defender to create an "uphill climb" in VPs for the attacker as soon as possible. This will discourage them from blowing up that last freighter to end the game, and give you more time to bring your larger force to bear. If it can be accomplished in the first turn (second at latest) then the defender has an excellent chance of victory. Likewise the attacker must spend his first turn well, minimising losses so the mission can be brought to an end before enemy numbers close the door on success.
Hope this has been helpful!
Please share your thoughts.
There are two primary considerations in the Convoy Duty mission for both players. First there are the freighters themselves. These act as nearly free VPs for the attacker if he chooses to target them. The second is that the defender is confined to a small deployment space and is vulnerable to close attack on the first turn from any of a number of directions.
If the attacker can destroy the vulnerable freighters quickly with little return damage then it is an easy win. This puts the burden on the defender of inflicting damage to the attacker in the first turn that is at least equal to the value of all freighters. For example, in a Raid-level battle the defender needs to inflict at least 12 VP of damage to the attacker in the first turn. If not the attacker may be able to kill all the freighters and end the game with an immediate victory.
Different fleets have different capabilities and this can also affect the mission greatly. A Narn force (for example) heavy on e-mines can wreak havok among a freighter convoy without ever risking their ships in close combat. Countering this can be difficult. Spread out your freighters and (if your group allows it) have them Close Blast Doors! With luck you can survive till the second turn when you can punish the slow-loading ships and bring superior numbers to bear.
A Centauri force can fly Vorchans 21" from the edge of the board, guaranteeing a first turn strike at the freighters no matter where they are. But this will put them very close to your escort fleet and make them risk loosing VPs in such close quarters. Manuver and ship selection is the key here, as you will need to put Attack Dice on the enemy and they may fly such that your Forward (let alone Boresight) weapons are not usable in the initial turn.
Fighters are a very important tool here for both attack and defense. Most races can buy a large number of average fighters for a few Patrol FAPs. These can perform Interceptor duty for the freighters quite nicely. Energy mines are, again, unaffected by such measures. In this case get your fighters flying toward the enemy and force them to choose where to place their blasts.
((I'm begining to think that Narn ships are designed with commerce raiding in mind. It certainly matches their fluff.))
Ships that would otherwise not be considered for a standard engagement can shine in these scenarios. For the defender it may be better to choose a ship with weapons to the Aft, Port, and Starbord than one which has massive firepower in the Forward Arc. Ships like the G'Karith, Bimith, Centurion, Nova and others find new purpose in the hectic scrum of a convoy raid. Escorts can prove invaluable in stopping waves of enemy fighters.
And don't forget some of the less used special orders like Manoeuvre to Shield Them!. Even a moderate sized military ship can take a blow that would have killed a freighter without serious loss and, more importantly, without giving up VPs.
It's up to the defender to create an "uphill climb" in VPs for the attacker as soon as possible. This will discourage them from blowing up that last freighter to end the game, and give you more time to bring your larger force to bear. If it can be accomplished in the first turn (second at latest) then the defender has an excellent chance of victory. Likewise the attacker must spend his first turn well, minimising losses so the mission can be brought to an end before enemy numbers close the door on success.
Hope this has been helpful!
