Drakh Vs ISA, 5 point Raid.

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H

Cosmic Mongoose
ok Then, Nomad wanted to see how the WS fighter performed, and asked me for a game. As funny as it might have been to take a Narn dag kar and remove said fighter immediately, but was probably harsh, so I opted to play the Drakh.

Fleet lists.
ISA - 3 Whitestars, regulaar flavour. 4 WS Fighters

Drakh - 2 Light Cruisers, 2 heavy raiders, 3 light raiders and 2 scouts

Immediatly Nomad realised he was somewhat outnumbered and I would have the advantage in maneuvres. we agreed on an open field, a straight fight.
the Drakh won Initiative (as they did all night, so i won't mention it again) and the ISA set up first, 3 WS, with flanking fighters
the drakh set up with 2 central Light cruisers, 2 heavy raiders on the left, and 2 light raiders to the right, then a scout out on each flank.

turn one, the whitestars moved forward, miving towards my left flank, the heavy raiders. 3WS fighters went to my left flank, and one cose on my scout on the left, my ships had all just moved forwards normally, the 2 LC's caffing on on WS. Shooting fort, they managed to get 11 hits, with 3 crits, the first crit was a 6-5. we didn't roll the other two,' one whitestar adrift
turn two, one whitestar moved into a wide flanking position, promting the heavy raiders to turn and face it, the other whitestar shot behind the drakh lines, the 2 LC's all stopped to dump rear guns into it. The drakh light raiders whelled towards the attack on my left, but couldn't get in range, but did get themselves in a covering arc of a lc. the WS fighters closed on the light raiders taking a chance, and on the other side one closed on a scout. the scout took a decent amount of damage, but survived, the light raider was barely scratched, a combination of dodge, geg, and bad ISA dice. In response, the drakh made an error, firing the LC at the fighters, he killed two, but it gave a whitesra a chance to open up onthe damaged scout and 2 heavy raiders. he missed the scout, but a good hit on the heavy raider knocked out it's weapon. the other heavy raider tried a reciprocal attack and may as well not have tried. the whitestar at the rear was barely troubled by the cruisers.
turn 3
the drakh scouts move into towards the centre covering each other. both whtestars sweep behind the drakh ships, both targetting on light cruiser, again, both cruisers hold position offering fire support. the light raiders swoop round in their squadron getting a Whitestar lined up for 2 of them, the heavy raiders begin a long slow turn.. the WS fighters, get behind the LC thats been targeted by whitestars, I think he really wanted to kill it. And at last, the nials that had been holding back come in to atack the scouts. the nials did some damage to the already damaged scout, taking it to cripled. the other nial did minimal damage failing to trouble the GEG. elsewher, the whitestar fighters did little to the cruiser. in a bid to stop the whitestar assault, the drakh light raider squadron opened up. they did almost nothing to the whitestar, rolling 3 1's from 4 dice, the last light raidr being just out of range, tagged the WS fighters, killing one in a beaming death. the rest of the turn involved the drakh not hitting much, but the 2 whitestars oppened up a can of pain on the DRakh light cruiser, giving it a no special actions.
Turn 4, the whitestars shot past the drakh, both angling towards the drakh left after turning round. the 2 light cruisers closed on one, the 3 raiders turned on the other, using their excelent maneouvreability
failing to kill the whitestar targbeting the very poor dralch cruiser, the whitestar opened up, and um, well, somehow didn't kill it, the other cruiser however crewed said ship, then with its secondary bateries pushed it to dead. the other whitestar took down the already damaged havy cruiser and was glared at menacingly by 3 light raiders, incidentally the last WS fighter managed to dodge the invoming fire, but did little damge itseld, while the nials continued to harass the couts, nimbly avoiding the returning fire.
at this point, the ISA decided the game was up. they had lost 2 raid ships, 3 skirmish ships, in exchange for one dead skirmish ship, and a damaged, yet alive cruiser. with 4 raiders now ready to chase his whitestar ass everywhere, he decided enough was enough.

What did we think? well, their is no way in hell the WS fighter is worth a skirmish point, it is certainly not on a par with a Drakh raider, the Nial was more effective, having stealth and better surviveability due to a better dodge, 2 WS fighters for a skirmish point might have helped, but even then, it's so easy to kill. the Nial seems a much superior fighter, and is cheaper (although 2 nials per patrol would be fairer.)
 
Just a comment on your analysis of the fighters relative worth. Try any fighter stack and see if they are really worth their equivalance in PL points. I think you will find that generally speaking they are not due to the one thing you note, survivability. They often pack the wallop of a ship their pl (and I mean a wing) but rarely the defense. The really notable exceptions to this are the Nial and the T-Bolt. Both have solid defense, stealth in Nials case, hull 5/dodge 2 in the T-bolts. Even these rarely can buy back their cost. One big reason when I commented so much on the fighter firing change, free ship based fighters are wonderful, purchased wings are universally a bad idea in any fight over skirmish.

Flights right now are the ultimate crit fishers, they get to fire first therefore when it matters most. They are also a huge leveler of the interceptable vs the interceptor laden, same reasoning. Otherwise they still generally play a not so good role. Unless your Vree, then they eat you for lunch.

Ripple
 
It sounds like the ISA player didn't make use of the White Star Fighters' biggest advantage: their advanced jump point. He should have held the fighters in hyperspace until an opportunity to pick off a crippled or isolated ship arose. With four white star fighters he could have been cycling them, having one generate a jump point each turn, which would have allowed him not only to keep the Drahk player guessing about what he was really going to do with those fighters but also have allowed a chance for a hyperspace gate to open close enough to a Drahk ship to dump some damage on it.
 
Unfourtunatly, the WS fighter cannot perform the "Initiate Jump Point!" SA (the only one I know of that can is the Shadow Fighter) and so that plan doesn't work. Otherwise it would be awesome.
 
Ah, I forgot that they are still support craft and not full-fledged war craft. Right. Well, in that case you lose the jumpgate bomb ability, but if you retain one whitestar in hyperspace with your fighters, then you can still jump in the fighters to attack an isolated or weakened ship. They have speed 15 right? Their half speed of 7 is nothing to sneeze at. On average that'll be good enough to get your fighters within shooting range of anything within the potential radius the jump point could appear in, provided that you center the jump point on the ship you want to attack.
 
Star Goose said:
Ah, I forgot that they are still support craft and not full-fledged war craft. Right. Well, in that case you lose the jumpgate bomb ability, but if you retain one whitestar in hyperspace with your fighters, then you can still jump in the fighters to attack an isolated or weakened ship. They have speed 15 right? Their half speed of 7 is nothing to sneeze at. On average that'll be good enough to get your fighters within shooting range of anything within the potential radius the jump point could appear in, provided that you center the jump point on the ship you want to attack.

I think it is fair to say that starting with only 2 whitestars on the table would have been complete suicide. the fact that one died on turn one would have left one facing 9 ships. 3 of which have speed 14 and 2 90 degree turns. and the jump point bombs is overated. Admitedly drakh are one race it might conceivably hurt, but then as he set up first, I would have been able to stick the light cruisers in hyperspace myself.
As ripple said, the cost of fighters is prohibative to field them as independant wings, I don't see any benefit for anyone trying to purchase the WS fighter, so it only has a decent use in very limited games, eg playing the drazi maybe with their lack of all round fire, but even then, you may as welll just spend your pointsfor two fighters on a whitestar. It's a good thing the WS carrier is a solid ship, otherwise I doubt WS fighters would be used at all.
I think wing commanders battle might have been slewed a tad by some good recovery rolls for fighters, nothing I saw last night suggested that they could scythe through butter let alone an enemy fleet!
 
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