EA Refits- Dawn of the third age

Epaminondas

Mongoose
In a local campaign upcoming, people are allowed one refit on their flagship; two flagships total each heading up a three point battle fleet per faction.

I'm probably going with an Omega for both my flagships (though a posiden is tempting because the flagship also gets CQ 5....).

I'm thinking the targeting stealth with a +1, flight computer or advanced jump point might be useful. There will be at least one minbari player, maybe one or two ISA. Of the fixed scenarios we are doing, two of the three allow for hyperspace...

We don't have to roll- we get to pick. So obviously a "2-3" or "11-12" upgrade is more desirable then a "6-8" [odds are 6-8 more common; 2,3,11,12 very uncommon]

What are EA player's experiences with upgrades?
 
Turbo weapons on an Omega's forward pulse cannon comes in kind of useful, admittedly, but I have to say I think you're wrong about the rarity issue. AJP is not as big a deal as it used to be- it's nice for ambushes, but that has a problem all it's own. So I materialise in the middle of the enemy fleet, do I? Riiight...
Obviously, that's an example of getting it wrong, it's the sort of mistake you make while learning to get the best use out of jump points. In play, mistakes do get made.
Flight Computer, to be honest, meh. If your ship is badly enough damaged that this comes into play, your problems are big enough that it isn't going to help much.
Extra Hangers, minor. If it came with a launch bay, extra point of Carrier rating, it would be an important refit, but it doesn't.
The most useful and important refits are actually in the middle of the table. Additional weapons, long range targeting enhanced interceptors, all nice and probable. The EA can improve a lot in campaign play. It's winning enough to get a good supply of XP dice that's the hard part, and you will find that veteran ships do acquire a higher status as targets. Other Duties isn't exactly stellar, minor and specific bonuses the most common.
 
So I materialise in the middle of the enemy fleet, do I? Riiight...

... You really need to try this with a BinTak.... it's a fantastic tactic, scares the crap out of all but the hardiest of commanders ;-)
 
Bit hard for the EA to manage that, unless the Narn arms dealers have got really out of hand :)
In the early stages of the game, I wouldn't do it, not with an enemy still in formation. In the end game, assuming you're winning, it isn't that urgent, and if you're losing, don't do it- never reinforce failure. (If it could swing the balance from losing to winning, go for it.)
The mid game, once fleet formations break up and start to swirl around one another, is the time for a spectacular entrance; that's when you're most likely to get the combination of a good opening and a worthwhile target. And Octurions have all round AP Double Damage weapons (where's the 'mwuhahahaha' smiley?)
 
yeah, I suppose it's not as impressive for the EA, but a Warlock can still ruin your day, but now it's at armageddon level for some stupid reason!
 
With the long range sniper bore site weapons of the Omega, wouldn't you be better off jumping about 34 inchs away from the enemy, slightly behind and to one side... that way you can rake the entire fleet for several turns, while limiting return fire.
 
IIRC, the command omega has enough AD in its heavy laser cannon to make use of the extra weapon AD refit...its like a +2 AD if the weapons starts with 5 AD or more right? (don't have the books in front of me, they're back in california!)

Chern
 
Slightly Norse John said:
Turbo weapons on an Omega's forward pulse cannon comes in kind of useful, admittedly, but I have to say I think you're wrong about the rarity issue.

Hmm... Turbo weapons would give me 6 twin-linked DD weapons rather then 10 Twin-linked. Nets between .6 to 1.5 extra damage a turn, but less crits. Might not be bad for the oracle, or the nova.

Think I'll read up on the AJP rules and play test the interceptors and stealth...

===

On the rarity issue; the chances of a 2 on the refit table are 1 in 36; as there is a 1 in 6 chance for a 7; and a simular chance for 6 and 8; if I really want say AJP, +1 v. stealth and +2 AD eventually; I would be best off getting AJP first as I have decent odds of getting the last two on XP dice... the AJP/flight computer would be very rare.
 
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