EA Crusade and Scenerios

EDFDarkAngel1

Mongoose
So, as one of my threads state, I am running a campaign. We have 2 EA Crusade, 1 ISA, 1 Centauri, 1 Psi Corps, and 1 Narn. Our first day, the Narn and second EA player were absent.

The ISA, Centauri, and Psi Corps have extremely powerful low-end ships in the form of, in respective order, White/Blue Stars, Haven/Kutai/Maximus/Rutarians, and MotherShip/Shadowcloaks. I have found that, as the attacker, I have a reasonably good chance at winning. Defending, however, is a downside to EA. Outside of dice, bad tactics, and really good luck from my opponents, there seems to be a disadvantage.

I will give Recon Run an example. I won only because I got lucky, and the Psi Corps player chose not to use Interceptors for half the game. He was using all Shadowcloaks to my 2 Chronos and Aurora Starfuries.

As all of the players reviewed my fleet roster, the potential candidates in the EA Crusade, and the scenario itself... it became clear that EA can only win if they can successfully engage the enemy with fighters, or outside of 12".

All of the current players have ships faster than EA, especially at Skirmish level. Most of them have elite crews (ISA, Psi Corps), so all they need to do is get within range and roll a 1 or 2 (3, if only Military Grade). The defender (EA), which has 2 more FA, has to stay out of that range and try and kill these ships. At the skirmish level, that means Chronos. Since the Shadowcloak can move just as fast as the Chronos, but it is far more maneuverable (2/90 degree turns as opposed to 2/45 degree turns).

In short, we discovered that EA has a significant disadvantage in fighting this scenario. We were discussing that the distance required should more like 6" and the CQ should be higher, or that it would be a requirement that the scouting ships also need to successfully leave the map in order to get the information out to safety.

The are other circumstances, such as the Patrol level of Blockade, in which more ships have to leave the opponent's edge than get destroyed. In a Patrol level fight, that leaves EA with 2 patrol points and, in our case, ISA with 5. The ISA picked the Liandra and the rest with White Star Fighters. I had a choice of 2 Hermes, 1 Chronos, 4 flights of Firebolts, or 8 flights of Auroras. Since speed was the issue, I opted for Auroras. I was hoping their dodge and Hull 5 could save them.

Unfortunately, the White Star Fighter is better than the Aurora in every single aspect. Two flights of fighters were able to get away, due to excellent gunnery skills on the Auroras, but I lost the fight because I only got half a Patrol VP, and he got 1.5 Patrol VP for killing all my fighters. I am not sure what else I could have done. My tactics was to deploy my fighters all across the edge of the board spaced out evenly and I flew straight ahead without turning.

There are other examples of other scenarios... but my players recommending making some homebrew changes to the campaign. My fear was that I am only doing it because it doesn't work well for me.

Does anyone have any thoughts on this?

Dark Angel
 
I would agree wholeheartedly, and this is a key weakness with EA Crusade. A the lower priority level battles, we are severely hampered.

At 2 Patrol Points versus ISA 5 Patrol Points, I can't say there was much for you to do. ISA have drastically superior fighters, and their Skirmish level ships are good too... and with 5 points, he can afford to buy both.

Maybe 2 Firebolts and 4 Aurora's?

I'd say take a Hermes or a Myrmidon, but they're both too weak to survive too long against the combined ISA fleet. The Myrmidon would die against the Liandra, and the Hermes would get slaughtered by the White Star Fighters.

Beyond trying 1 Hermes/4 Auroras, 4 Auroras/2 Firebolts, or 8 Auroras and keeping them closer to support each other... all I can is say is die with honor?

1 Hermes/4 Auroras might be the path to go, giving you 5 Auroras to his 6 White Star Fighters... with some decent initiative and planning, you can get the White Stars into a dogfight and escape the Pulsars, killing them off... (Obviously, grouping up and supporting is vital).. if the Hermes is equally careful, it can -maybe- handle the Liandra (You'll need one hell of a lucky crit, and if anything gets close to it, its game-over).

EA Crusade suffer pretty severe handicaps at the low PLs, especially if forced to play the underdog. It certainly doesn't help that you're fighting fleets which all have strong low-Priority level choices.

As for Recon Run, I'm surprised that ships with "Scout" can't scan a target from farther away. You'd think a Scout ship would excel in this scenario. Otherwise, if the scenario is skirmish level, maybe buying up to a Hyperion would be worthwhile... otherwise, Hermes might be a good alternative.

Shadowcloaks are also anti-fighterless, so swarming them with Auroras/T-bolts would definitely work.
 
How could he choose Not to play with interceptors? Other than just not taking any ships that have them, that is...
 
Taran said:
How could he choose Not to play with interceptors? Other than just not taking any ships that have them, that is...

I read it as "forgot" something that often happens in games :)
 
Several races struggle at either high or low PL games, it is a feature of some fleets. I am not entirely sure I like it though. My gut feeling is that all fleets should be equally competative at all levels.

The trouble is that the game is inately skewed to favour multiple small ships. This is because 2 ships of a certain PL will almost always outgun a ship 1 PL higher and usually have higher grew/damage scores to boot. Given that the initiative system also favours the more numerous fleet, races that are strong at low level games tend to dominate currently.

Personally I think the structure needs a bit of a rethink. If numerous small ships have an inbuilt advantage then the big ships should be upgunned and toughened to balance this out.

1 War level ship vs 4 Raid level ships should be an equal battle. However I can't think of many fleet combos where this would currently be the case. In most examples the Raid PL fleet would hammer a War level ship.
 
Karhedron said:
Several races struggle at either high or low PL games, it is a feature of some fleets. I am not entirely sure I like it though. My gut feeling is that all fleets should be equally competative at all levels.

The trouble is that the game is inately skewed to favour multiple small ships. This is because 2 ships of a certain PL will almost always outgun a ship 1 PL higher and usually have higher grew/damage scores to boot. Given that the initiative system also favours the more numerous fleet, races that are strong at low level games tend to dominate currently.

Personally I think the structure needs a bit of a rethink. If numerous small ships have an inbuilt advantage then the big ships should be upgunned and toughened to balance this out.

1 War level ship vs 4 Raid level ships should be an equal battle. However I can't think of many fleet combos where this would currently be the case. In most examples the Raid PL fleet would hammer a War level ship.

depends on the individual ships involved of course, a G'Vrahn or a Warlock could probably deal with 4 G'Kariths, but then conversely, 4 var'Nics versus an Octurion and my money is on the var'Nics. (sorry about the heavy narn bias, but they are my fleet)
 
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