EA Crusade

tschuma

Mongoose
We are going to start a campaign in the next month or so and I am looking at running the EA Crusade Fleet. We are also planning on using the 1-18 ships that did not make P&P which includes the Omicron.

So my question is would you take 2 Omicrons or 1 Marathon for 2 Raid points?

Does anyone have thoughts on using an Avenger for a Raid level Carrier in Crusade or does someone have stats for a replacement?

Thanks

Tschuma
 
Clanger is our resident Crusade player so hopefully he will chip in....

The Missile variant looks quite nasty so one of these and a standard Omicron might be a good switch for a Marathon and give you additional options in a campaign.

I think there was a Raid level carrier proposed on here but not sure....

My Vengeance Class is a little too Shadowy
 
The Marathon is a good Battle level ship. Fast with good turns. The Omicron I am not familiar with.

I like the Chronos a nice little hardy ship. Take a pack of 1 escort Chronos to deal with pesky fighters. Keep on Close Blast Door and use the Turret to cover the Missile Chronos. Have 1 side normal missiles and 1 side with one shot. Keep them all stopped fire the e-mine to soften up ships and then turn them to the other arc with normal missiles.

You cannot go wrong with a Chronos in my book.

Also Load up with some e-mine missiles. A good mass e-mine bombardment does them up nicely. They are also a good deterant with fighter fleets.
 
To save people searching

Omicron-class Light Cruiser Raid
Designed as the replacement for the aging Hyperion, the Omicron features artificial gravity and hyper-efficient reactors, allowing it to stay on patrol for years at a time, in theory. Many older captains have been reluctant to retire their Hyperions, but the Omicron has become a firm favourite among the new generation, and it can be seen throughout the galaxy, from quarantine duty in Earth orbit to escorting Delphi scouts far out on the Rim.

Speed: 9
Turn: 1/45o
Hull: 6
Damage: 22/5
Crew: 29/6
Troops: 3
Craft: 2 Aurora Starfury flights
Special Rules: Anti-Fighter 2, Interceptors 2, Jump Engine
In Service: 2267+

Weapon Range Arc AD Special
Medium Particle Cannon 25 B 3 Beam, Triple Damage
Medium Particle Cannon 25 B (a) 2 Beam, Triple Damage
Medium Pulse Cannon 10 F 4 Twin-Linked
Medium Pulse Cannon 10 P 6 Twin-Linked
Medium Pulse Cannon 10 S 6 Twin-Linked
Advanced Missile Rack 30 F 2 Precise, Slow-Loading *, Super AP

* These weapons ignore the Slow-Loading trait unless the Omicron is crippled


Omicron-class Missile Cruiser (Variant) Raid
From the start, the modular weapon bays of the Omicron were intended to be replaceable during refits, allowing a whole new breed of variants to appear, filling in the gaps within EarthForce without requiring a whole new class – much as the Hyperion had done decades before. The missile cruiser was designed for similar roles as the Apollo, the smaller vessel being more efficient in smaller engagements.

Speed: 9
Turn: 1/45o
Hull: 6
Damage: 22/5
Crew: 29/6
Troops: 2
Craft: 1 Aurora Starfury flight
Special Rules: Anti-Fighter 2, Interceptors 2, Jump Engine
In Service: 2267+

Weapon Range Arc AD Special
Medium Particle Cannon 25 B 2 Beam, Triple Damage
Medium Pulse Cannon 10 P 2 Twin-Linked
Medium Pulse Cannon 10 S 2 Twin-Linked
Advanced Missile Rack 30 F 3 Precise, Slow-Loading *, Super AP
Advanced Missile Rack 30 P 4 Precise, Slow-Loading *, Super AP
Advanced Missile Rack 30 S 4 Precise, Slow-Loading *, Super AP

* These weapons ignore the Slow-Loading trait unless the Omicron is crippled.
-----#7-----

Omicron-class Command Cruiser Raid
With Warlocks, Poseidons and Omegas being stretched across the galaxy in an effort to safeguard Earth’s interests, fleets could no longer count on dedicated flagships being present when trouble flared. The ever versatile Omicron stepped into the breach with a command variant, refitted from the standard hull in less than a month.

Speed: 9
Turn: 1/45o
Hull: 6
Damage: 22/5
Crew: 29/6
Troops: 4
Craft: 2 Aurora Starfury flights
Special Rules: Anti-Fighter 4, Command +2, Interceptors 3, Jump Engine
In Service: 2269+

Weapon Range Arc AD Special
Medium Particle Cannon 25 B 3 Beam, Triple Damage
Medium Particle Cannon 25 B (a) 2 Beam, Triple Damage
Medium Pulse Cannon 10 F 4 Twin-Linked
Medium Pulse Cannon 10 P 6 Twin-Linked
Medium Pulse Cannon 10 S 6 Twin-Linked
 
It is nearly as good as the Marathon weapon wise from memory. Though less Damage and Crew, and a little slower.

Two of these are worth way more than the Marathon if you go for weapon output. As they are I would go for the Missile Variant as you can load up with e-mines. Do a nasty 1st strike e-mines for some nice 4 AD SAP TD e-mine goodness.
 
These were in no way balanced or playtested. 2 Omicrons are way better than a single Marathon. A single Omicron is significantly better than a Hyperion, and the missile one is better still.
 
tschuma said:
We are going to start a campaign in the next month or so and I am looking at running the EA Crusade Fleet. We are also planning on using the 1-18 ships that did not make P&P which includes the Omicron.

So my question is would you take 2 Omicrons or 1 Marathon for 2 Raid points?

Does anyone have thoughts on using an Avenger for a Raid level Carrier in Crusade or does someone have stats for a replacement?

Thanks

Tschuma

From how I read the rules, the Avenger is not available in a Crusade fleet. From your question, I'm assuming you're not using fleets big enough to justify a Poseidon?
 
We are starting out with 10 Battle evel points os I can take a Poseiden, but if we roll a small game it would be nice to have a Raid Level Carrier available.

I will play a few games witht he Omicron just to test it out, so it is still up in the air.

tschuma
 
Are other players also allowed to use ships like the Omicron, which were published on the forum but never fully playtested or balanced? The whole list can be seen here:
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=40031&start=152

To answer the original question: looking at the stats, I'd probably take Omicrons in preference to Marathons, and there would be at least one Command Omicron among them. In fact, I'd probably take Omicrons in preference to Chronoses as well, only taking a couple of Chronoses to use in Patrol and Skirmish level scenarios.

As for a Raid level carrier, the Avenger isn't legal for Crusade and there isn't one in the same list as the Omicron, so the only way I'd try to use a Raid level carrier is if I could find one in some other unofficial publication and other players were allowed to search similar publications for ships to add to their fleets. In that case, Shadows and Vorlons are allowed to use my Squidzilla, and anyone is allowed to use Chimera. :twisted:
 
if you are using unofficial stuff, then their are ships for most races in various publications, usually found in kattaders player resources thread.

The Omicron probably needed toning down somewhat, and perhaps in deference to your group you could agree some modifications to it if it was something you really wanted to use, otherwise great cries of cheese will fill the air when it whoops somebody
 
oh you poor soul, from Narn to crusade EA, you are definately a glutton for punishment, no wonder you are looking for some extra ships....
 
Against Shadows, PSI Corps, Drakh, Centauri, and Minbari it really sucks! :D

I do play Brakiri and am trying to figure out the pak'ma'ra. I have tried a mixed league fleet, Abbai, Brakiri, and Drazi. I might pick up a few Vree to help out.
 
EA is weak against beam-heavy fleets because its damage values are reduced to balance its interceptors - but those are ineffective against beams and mini-beams. This is a real nuisance against Minbari, almost all of whose weapons are beams and mini-beams... On the other hand, EA might do well in small games against Shadows.

I've played a League fleet using assortments of Drazi and Vree, plus one Brakiri Avioki and on one occasion a Raider Strike Carrier. It can be quite effective. And don't forget the ultimate mixed fleet, the Army of Light!
 
Da Boss said:
I think there was a Raid level carrier proposed on here but not sure....

My Vengeance Class is a little too Shadowy

I had stats and fluff written up for a raid level interdiction cruiser and a fleet carrier variant, but at the moment, I'm having some difficulty in locating the file that contained them. If I can't find them by tonight, I'll see what I can do to piece them back together again and post them. They need playtesting by someone other than me anyway, so if the OP's group is up for unofficial ships, it sounds like a great opportunity. :)
 
I can't find the finished bits that I had written, so I tried to reconstruct them from notes and memory. Consequently the fluff I'm not as happy with, and the AD on weapons may be too much/too little. Either way they need play testing anyway. Any thoughts or immediate over-the-topness that needs to be addressed?

Name:Class/PL:Argus Interdiction Cruiser / Raid
In Service:2268+
Hull:5
Speed:9
Turns:1/45º
Troops:6
Damage:35 / 10
Crew:40 / 12
Craft:Aurora Starfury (1)

Special Rules:
Interceptors 2
AF 2
Advanced Jump Engine


(F) Heavy Pulse Cannon 12” 6AD TL
(P) Med. Pulse Cannon 10” 4 AD
Light Laser Cannon 15” 4 AD MB, SL
(S) Med Pulse Cannon 10” 4” AD
Light Laser Cannon 15” 4 AD MB, SL
(A)Light Pulse Cannon 8” 4AD
(T)Railguns 12” 6AD AP, DD

The Argus class Interdiction Cruiser was born of necessity following the Drakh attack on Earth. A vessel was needed that could serve defend Earth from possible aggression resulting from Earth being perceived as being in a significantly weakened state. Additionally, the vessel would be tasked with maintaining the planetary quarantine, and to do so in a most timely fashion given the consequences of a failure in the quarantine. To that end, the design was built around a sophisticated jump engine capable of far greater precision than any built by Earthforce previously. To offset the cost of such an advanced project, the ship was fitted with conventional and cheaply operated weaponry, and supplied with a single flight of Aurora Starfuries, rather than the more expensive Thunderbolts or newly developed Firebolts. The typical tour of duty for an Argus involves keeping station around Earth, conducting inspections of relief supplies to be dropped to Earth, and in rare cases enforcing the quarantine with deadly force if required. Those in Earthforce command with a bit of imagination have seen that the vessel is well suited to fast surgical strikes, and a few vessels have been “borrowed”
periodically for unspecified other duties.


Name:Class/PL:Zephyr Fast Escort Carrier / Raid
In Service:2268+
Hull:5
Speed:9
Turns:1/45º
Troops:2
Damage:35 / 10
Crew:40 / 12
Craft: Aurora Starfury (4)

Special Rules:
Interceptors 1
AF 4
Advanced Jump Engine
Fleet Carrier
Escort

(F) Heavy Pulse Cannon 12” 6AD TL
(P) Med. Pulse Cannon 10” 4 AD
(S) Med Pulse Cannon 10” 4” AD
(A)Light Pulse Cannon 8” 4AD
(T)Railguns 12” 4AD AP, DD

It would become eventually apparent to Earthforce Command that the retirement of the Avenger Class carrier left a serious gap in the capabilities of Earthforce, particularly to respond to small to moderate sized engagements, especially those that involved large numbers of strike craft. True, the Poseidon class of super carriers existed, but such an expensive vessel was impractical to mobilize for smaller engagements, especially given the size of the escort assigned to defend an asset like a Poseidon. But no smaller carrier existed any more that possessed the C&C and maintenance facilities that a true fleet carrier possesses. One Earthforce officer, while watching the development of the Argus class cruiser, was struck with a bit of inspiration. The Argus was designed for timely response to situations, and it possessed a relatively roomy interior devoted to the troops it housed and launching racks for all of the breaching pods and shuttles required by those troops. He worked to develop both a profile and deployment plan for a ship design that would eventually become the Zephyr. The ship he conceived would be smaller than the Avenger, with half the fighter capacity. However, it would incorporate the repair facilities and Flight Control equipment that made the larger carrier so indispensible. The port and starboard mounted light lasers and a portion of the turret mounted railguns were dropped to mount additional anti-fighter weaponry and advanced Fire Control systems to allow that weaponry to coordinate with telemetry fed from the ships’ complement of Starfuries or other nearby vessels. The result was a ship that could drop into the middle of the fray exactly where it was needed most, and quickly ensure that fighter superiority could be achieved. The manner of deployment of these vessels factors into their utility as well. Rather than being assigned to garrisons, they are assigned to jump circuits of a few systems each. In this way they can quickly respond to situations as they arise, and are valuable in providing support to whatever strike craft are already present. During their in-system stay at each point, they lend their repair facilities to whatever garrison forces may be present, the result being greater readiness in any of the systems they routinely visit.
 
nice :) thanks

Initial thoughts

The fluff is good - although in some ways the Argus does not need a Jump engine for its duties as a pure interdiction in system ship? Unless it lurks in hyperspace? How about afterburners rather than AJP?

The guns do not look overpowered as they are reletively short ranged but with good all round coverage. Damage and crerw is good for a raid level ship but not over the top and hull is average.

The Zaphyr looks a neat and useful ship - very flexible
 
Used the Omicron Command the other night against the Centauri. Not to over powering. Maybe the Anti-Fighter and Intecpetor is 1 too high, but overall it was fine.

I alos used the Chronos Missile Frigate with Nukes on one side, very nice. I only used 2 and took 2 Chronos Frigates, but I think next time I will take 4 Missile and put nukes on one side and then the Heavy missile on the other, since the Chonos can get in close.

I have a game on Wednesday again, so will post another report then.

tschuma
 
Chronus are excellent ships in low level games against Centauri - as I have found to my cost in several games :lol:

Hull 6 and interceptors (plus usually CBD) means that the centuri guns sometimes make little or no impression on the Chronus and unlike the Narn they actually outrange us!!

On the other hand have found that Minbari see them as useful target practice with all their mini-beams and beams...........
 
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