GhostRecon
Mongoose
Lord David the Denied said:B5freak said:What I find odd about the whole EA fleet list is that the Early list actually appears stronger than either of the "later" lists.
That's because they have AP and DD (not usually together as far as I recall) plasma cannons, which are replaced by single damage and usually TL pulse cannons... with more dice and better range.
Your early Nova has half the dice of the 3rd age Nova, and shorter range, yet everyone thinks it's better. It isn't, it's just that individual hits are more powerful. You can't get as many hits though, so it's a trade-off.
Except that, Oracle Scouts are more plentiful, and the Early Years Nova can benefit from Scout Redirection, making it even more effective than the 3rd Age Nova.
AP, DD shots are more effective than TL Pulse Cannon, particularly against better hull values. Also, you're incorrect about the range; the EY Nova and the 3rd Age Nova both have 12 inch range.
6-8-4 AP, DD is essentially equal to 12-16-8 shots, with AP to boot, compared to 8-14-4 TL. And that's TL shots that can't benefit from Scout Redirection. So there's, I think, a good reason why most EA players would rather have the EY Nova over the 3rd Age one.
As for the topic, I think B5Freak summed it up best.
B5Freak said:I play 3rd age and Crusade and can understand some of the frustration. The problem is that, aside from Missiles, Heavy Lasers, and the occasional Railgun, 3rd age just doesn't pack much punch compared to some fleets. Total dice are pretty nice, but fleets that can throw DD AD without any boresight restrictions (Centauri) or relying on beams, do seem to have a distinct advantage.
What I find odd about the whole EA fleet list is that the Early list actually appears stronger than either of the "later" lists.
EA Crusade especially suffers significantly at lower Priority fights, such as Raid and Skirmish (Or the dreaded Patrol, particularly against specific opponents).
Ironically, in my battle experience, I've found that Pulse Cannon and Missiles are the only things worth taking: Every Railgun I've taken has been disappointing, getting only 4-6 damage out of a Chronos Railgun turret per salvo, against Hull 5 ships with no interceptors. Comparatively, even with 4 AD of TL Heavy Pulse Cannon, I seem to get a crit every time.
Beams, too, are hugely disappointing; rarely do my Marathon beams hit or kill much of anything (But when they do, once per 10 or so battles, its pretty spectacular).
Missiles are the redeeming value for EA, which is why I pine for Olympus' or a equivalent vessel for my Crusade EA. 2 AD of Turreted P, SL, SAP missiles is very good for a Skirmish level ship, especially when backed up by Heavy Pulse Cannon and turreted Railguns.
Maximize your initiative sinks, using Olympus (Use those turreted weapons to wreak havoc!) to help line up your boresights with your Hyperions and Omegas. I would avoid the Omega Pulse Destroyer and Nova Dreadnought against Dilgar; both are too slow and require too much maneuver to get into the thick of the enemy in order to be of much effect with all those Bolters waiting for them: Plus, with lumbering, once you got into range the Dilgar could just fly past ("Kiting" your ships). You'd essentially be feeding them points. Keep your lumbering Omegas behind your fleet, to the sides, to form crossfires and keep as much of the enemy and the board within the 90o degree arc they can turn in; more, concentrate your firepower to kill off his ships as quickly as possible.
Fighters I've had mixed results; the key, I think, is as others have emphasized, to use dedicated dog-fighters to keep the enemy fighters off your T-bolts, while you use your T-bolts to attack lower-priority enemy vessels, or damaged enemy ships. (And make sure you attack in arcs where the enemy would be shooting at your ships! That way, he can't get use out of unused weapon arcs by blasting your fighters.)
I rather like EFD's characterization, though: Everything EA has, someone else has something better.