Raid level: Light Cruiser, Fast Destroyer.
Light Cruiser: One of the truly vile ships in the game. If more people flew it, more people would hate it. The ship is defensively challenged – the GEG 2 tries to cancel out a set of Hull, Damage, and Crew that the Skirmish-level Thentus and Milani almost match. The difference is the vicious fire effect. Consider the average, un-CAFed output of the total front batteries against Hulls 5 and 6 (no interceptors, of course):
Hull 5> 13.70:15.08 Hull 6> 8.60:9.46
Wow! That’s impressive! And, as the fire arc is F, there will indeed by CAF opportunities to be had. There will even be a few critical effects (I added in the critical damage already) that Precise on the Neutron Cannon will give you. Unlike most of the rest of the Drakh fleet, the range is average for the class as well, a surprising benefit.
As good as that is, it gets better. It is AJP-capable, so it is the cheapest ship you own that can open a jump point, and can emerge from such a jump point, presumably on a flank (maximizing the use of its GEG!) and fire immediately. This is the picture of best deployment for this ship, but you need a lot of things to make this right, not the least of which are rights to be in hyperspace in the first place.
It also has many similar flight characteristics to the Heavy Raider – 2 45’s, and 8” move vs. 10”. Why does this matter? Pretty directly, it allows the Light Cruiser to provide with its pulse cannons in all directions a credible point defense screen for anti-fighter work. The GEG does most of the rest. It is the cheapest ship in your fleet to do so. That last statement is a serious problem in the fleet, as a Light Cruiser is a heavy investment for the job. At least this can solve it, for the Heavy Raiders. (For the Light Raiders, sadly, there is no serious means of dealing with this threat).
The ship’s limitations are worth bringing up, however. Remember that Thentus comparison I made earlier? It’s instructive.
The Thentus has roughly half of your firepower; the extra die of beam and precise count for a lot. With two Thentus, the total firepower is fairly comparable (if you include the Burst Beam to offset the issues of boresight). However, each Thentus is almost the same size as you:
2xThentus: 2x(24:28), Hull 5
Light Cruiser: 28:28, Hull 5
Same speed, same turns, same firepower, twice the damage -- the Thentus looks far superior. And, if you just fly this ship like a Sulust, you'll find that the Narn is.
The message here is unmistakable: You Cannot Win With Firepower Alone. You must maximize the one thing I didn't include -- your GEG. It all comes back to that. The GEG is best at deflecting point defenses, and mixing it up. You must do this, as well as making use of your other properties when they are afforded you, namely, AJP.
This ship’s role is unquestionably Hunter-Killer. It is also a major target for opposing fleets due to its ferocity. It is definitely a killable target, and it particularly needs to be aware of some of the bad Beam systems that are prevalent on ships of Raid priority and higher. The Light Cruiser’s answers to these problems are to blow them out of space, a job it is perfectly capable of completing, and engaging in a furball to avoid heavy front weapon systems, just like every other Drakh ship in space. It is occasionally suitable as a leaders of Heavy Raiders, supplying Jump Points for them to launch their attack runs on enemy fleets from hyperspace and into a flank without exposing them to too much fire on the approach turn; also giving anti-fighter point defense as a long-term solution to Raiders’ prevalent fighter issues.
Grade: A-. I keep going back and forth. Is it hardy enough to get an A-? Probably, but I haven’t flown it the 25+ times yet that I’d need to really establish this feel.
Fast Destroyer: This ship takes the above challenge even further, and asks a very tough question – how valuable is GEG 3?
The quick answer is, not enough to buy one of these.
This is a ship searching for a role, and it can’t find one. If the idea is to depend on the GEG as a tank-like system that, when used brilliantly, defects the vast majority of firepower away, but when tasked to fulfill that mission, it fails miserably. We know Hull 4 is a penalty, and you can expect to give that up for another point of GEG, but giving up Crew and Damage as well really hurts. And, really, the brutal fact is that there isn’t a single role out there that the CL can’t do better. And, in the end, when you do accumulate 19 damage on this ship, the spectre of losing your GEG on crippling is dark and ominous. In the end ship is far too fragile, especially for a Raid-level vessel that, curiously enough, has no answer to fightercraft trolling for criticals. You’d at least expect that much from a Raid ship. The result is unacceptable.
Grade: D.
Battle-level: Carrier, Cruiser.
Carrier: People hate this ship, and I don’t get why. It’s just a spectacularly specialized ship.
This ship has exactly one role in standard play, at Skirmish-level in a Raider fleet. At Skirmish level, the GEG of 3 will deflect most ship’s attacks, even taking on average only 10.8:10.8 average from the worst skirmish ship out there considering its Hull of 4, the Ka’Tan (both beam systems, no point defense). If it gets to CAF in exchange, it’ll do 9.84:10.25 back – one on one, the Carrier will do just fine.
And, oh, by the way -- it gets 4 raiders as well. I often load these out with 2 Light Raiders and 2 Heavy Raiders.
EDIT: After a lot of heavy thought when writing this up, I'm coming to the conclusion that at 5-Skirmish and above, where you tend to buy Scouts, you should run 1 Light Raider and 3 Heavies. I think I've always gotten this wrong. I haven't played the new configuration, so I can't prove it, but I'd love input on this.
The reason why the ship works at this point is because I’ve selected a very specific fight for it to engage in. This is designed to manage its limitations, which are many. The damage capacity of 48 and Hull of 4 at Battle Level make it mincemeat against most beam ships, and there are a lot of them today. Ships with heavy beam arrays – 4 dice or more – will carve large holes in this craft. With a Hull of 4, it doesn’t tend to matter whether or not they CAF to do it. Between this and its atrocious launch rate, it requires the first of your Raider Fleet Commandments™:
1. Thou Shalt Keep Thy Motherships Behind Terrain Until Endgame
It’s going to take 3 turns to barf out your Raiders, so just accept that, find some terrain, turtle down and stay out of fighting until you’re done. No terrain? Don’t field the Carrier, ever. Getting that terrain in the first place should be a major objective; which puts a small premium on winning the setup initiative die roll. Which, of course, suggests the Second Commandment:
2. Thou Shalt Not Disdain Thy Scouts
There’s no sense going in half-assed, and we’re going small, so a few should go really small. The Raider fleet tactics part explains this in detail, but the concept in general is – win initiative, move 2 or so scouts, -- out on the fringes! -- move the one or two ridiculously maneuverable Light Raiders to a lurking position that your opponents have to go through contortions to set up shots on, move the Carrier to safety (or just all stop) and … well … your opponent has moved 5(1 LR) or 6(2 LR) ships already, and you haven’t touched your Heavy Raiders/Firepower yet. Finesse them into a position that allows you to close but is survivable, and set up your attack run. This is to be the third commandment:
3. Never Shalt Thou Rush
The ISA avoid firepower by overrunning it. Your Heavy Raiders, the real meat of your fleet, can’t do that – they’re only 2/45, speed 10. But, they can use your spectacular number of useful initiative sinks to make your opponent move everything, giving your Heavy Raiders best choice of minimum damage real estate. This ensures that they survive to target.
This makes Raider fleets uber-patient. In the most common fights, like Call to Arms (if you have terrain), Space Superiority, Carrier Duel, and Annihilation, Lurk. Get in position. Outflank. Take your time. Hide your Carriers, if you can. The longer the fight goes without trading shots, the more likely you’re making progress in.
At Skirmish-5 level and with any terrain at all, this is NAS-TY. Boresight fleets have no prayer; there’s nothing to boresight on. A Narn Bat Squad has moved every ship and has boresighted absolutely nothing, short of hitting a Come About on an isolated Light Raider. Against Ka’Tans, the Heavy Raiders can walk in unopposed to the Pulse Weaponry, which will proceed to probably do 1:1 per ship. The Ka’Toc’s Mag Guns will probably end up never firing. Grim diagnosis for Louisville Slugger! For the Drazi, it’s far worse. Vorlons may never even get to fire unless they form a mutual overlap formation and park --- which the Carrier itself will be happy to shell mercilessly. Eventually, the Raiders will just mug one ship and be done with it.
Even the Minbari are held hostage to this plan – the Light Raiders will be able to outflank at will, and the Minbari can try to use their long-range strikes on the Heavy Raiders with the front guns, probably exactly once (expected fleet, Tinashi, Teshlan or, likely better, Tigara).
Even if you kill the Raiders, then the last spade comes out – the Carrier, against a suitably weakened opponent, crawls out from cover and uses its GEG 3 and 2 Neutron Cannons to finish off any last Skirmish vessels. Against Skirmish ships, the GEG 3 renders almost any firepower moot, and several Raid ships don't have many good answers, either. If you do see a remaining Raid-level Beam boat, you should be Very careful about the decision to engage.
There are counters, but at 5-Skirmish or so, they’re rare. And that fight is exactly why you have the Carrier.
The limitations are great however. You need a Skirmish-level fight (hmm..), terrain, scouts, possibly avoiding certain scenarios (Defending or assaulting a Convoy Duty is a bad idea here, so is defending a Recon Run!). That’s a lot of conditions.
It’s a great ship for its mission. But its mission only.
This ship’s role is the baddest piece of work out there for a straight-up 4-7 Skirmish brawl with terrain. When you get to 4 Raid or so, this ship starts becoming a marginal idea. Otherwise, this ship is a lovely paperweight. That’s a lot of specifics you need to make the ship work. Too bad you can’t buy it for 8 Patrol points.
Grade: D+.