prelude_to_war
Mongoose
EA on EA action against my long time nemesis Cpt. Timeslip of the Agrippa. 5pt. Battle using most of the Armageddon rules. We threw out the different eras feeling they were a bit too restrictive. That said, the Clark forces managed to scrounge up a solitary Saggitarius (Raid level) in this military excercise...here's what the lists looked like (fleet photos taken post game with the same minis, just to help illustrate):
Blinded Clark loyalists:
1 Poseidon
1 Omega (Agrippa)
1 Chronos
1 Saggitaruius
2 Artemis
1 Hyperion Pulse Cruiser
Sheridan's Liberation fleet:
1 Poseidon
1 Marathon (proxied)
1 Apollo
2 Chronos
Turn 1-2
Both fleets start on opposite ends lengthwise on the table. No ships jumping in, this being a straight up fight. Both Poseidons (the rebel 'Olympic' and the loyalist 'Eisenhower') launch their fighters while the two lines advance towards eachother.
Turns 3-4
The Clark Pulse Hyperion wanders too far ahead of everyone else into the range of the Apollo - but despite a concentrated barrage, little damage is done. Meanwhile, the Apollo is smothered in a barrage of fire from an Artemis, Sag, Omega and Chronos. The Apollo is only able to fire two more times - with little effect - before being destroyed. The bright spot in all this is that the rebel fighters were able to swarm an Artemis, scoring one critical knocking its weapons off-line! It wouldn't be able to fire again until the last rounds.
Turns 4-5
The lines have hit eachother now. The Marathon (with a scary 12 spd) jumps into the lines, its nuetron cannon blazing away. It targets the loyalist Sag, a high priority target, lighting up the void of space with an explosion.
In racing ahead however, the Marathon puts itself in the middle of the loyalist lines...swarmed by Clark T-bolts for almost the rest of the game. Both Poseidons power ahead into the scrum.
Turns 5-6
Clark's Hyperion takes a whithering barrage of fire from a pair of Chronos and the Marathon but still manages to survive in turn 5! In turn 6 it tries to manuever to hit the Marathon but is crippled before being able to do so. Subsequent fire from the Marathon destroys it.
The two rebel Chronos' take up positions in the center of the battle hitting the Agrippa and her Chronos escort.
Turns 7-8
By this time, the two Poseidons are now aside eachother...firing pulse cannons to all arcs and launching recovered fighters. The Agrippa, making a couple of Come About! rolls, ends up between the two Poseidons as they exchange broadsides.
Somewhere in the chaos, a lowly Artemis manages to knock out the weapons on the Marathon - no weapons may fire! At roughly the same time, the Agrippa's weapons are also hit, only being able to fire half the time. By this time, almost all ships have taken heavy damage, except for both Poseidons!
Turns 9-10
In an attempt to protect the Marathon, the Poseidon and Chronos' take up positions almost on top of the Marathon. At this time, the Marathon's weapons come back online! However by this time she is crippled (and skeleton crewed but the flight computer kicks in). The Agrippa is also crippled, harrassed by T-bolts and the Chronos. The Clark Artemis also brings its weapons back online.
In subsequent turns, the Marathon swings around and manages to take out the Agrippa and cripple the Artemis. The Clark Chronos is tailed by the two rebel Chronos and is eventually destroyed. In a last desperate act and by some miracle (
), the crippled Artemis causes the last point of damage needed to destroy the Marathon - interceptors were non-functioning!
So losses for the loyalists in our 'simulation':
1 Artemis destroyed, 1 crippled
1 Omega (Agrippa - destoryed yet again!)
1 Sag
1 Hyperion Pulse
1 Chronos
Losses for the rebels:
1 Apollo
1 Marathon
Post game
We both brought Poseidons hoping to leverage the new 'A' fighter rules - so much for that plan since we both brought one. We both enjoyed the new fighter rules very much - at no point did we feel they were overpowered. They excelled in stripping interceptors so heavier weapons could do damage. Only one crit (against the Artemis), and that was after avoiding enemy fighters, stripping interceptors and some lucky rolls.
Moving fighters last and firing first added another tactical dimension to the game lacking before. Also, the carrier recovery rule was key since fighters played an important harrasing role all the way until the very last round. Clark's fleet started with 21 fighter flights while I started with 18. At the end, I think 2 Clark flights survived while I had something like 4.
This being the first game using the Marathon, I liked it very much. Having a ship with two turns was very empowering for the boresight. Triple damage was icing on the cake. The slightly shorter range made a difference - timeslip was able to leverage the 5" difference in the opening rounds. However the extra turn is worth the slightly shorter range IMO.
The secondary weapons, although not great came in quite handy once the Marathon was in the middle of the fray. The speed 12 helps in this area. It's almost too fast, speeding way ahead of the rest of the fleet...I welcomed the two separate speed crits it got as it allowed me to make sharper turns towards the end of the game. Maybe it makes sense the minimum distance to move before turning remains constant regardless of speed crits? Don't know if other folks play this way.
Finally, my Poseidon was hit once or twice for 8 damage or so. Neither of us paid much attention to the opposing Poseidon since it can take so much damage, 6 interceptors, etc. Both of us opted to hit offensive oriented ships, although with 8AD in all arcs, the beefed up Poseidon can certainly do some damage. It was fun to get both of them in the middle of the fighting versus keeping them on opposite ends of the table.
Anyway, that wraps up the latest EA vs. EA military excercise. Looking forward to the next one!
Blinded Clark loyalists:

1 Poseidon
1 Omega (Agrippa)
1 Chronos
1 Saggitaruius
2 Artemis
1 Hyperion Pulse Cruiser
Sheridan's Liberation fleet:

1 Poseidon
1 Marathon (proxied)
1 Apollo
2 Chronos
Turn 1-2
Both fleets start on opposite ends lengthwise on the table. No ships jumping in, this being a straight up fight. Both Poseidons (the rebel 'Olympic' and the loyalist 'Eisenhower') launch their fighters while the two lines advance towards eachother.

Turns 3-4
The Clark Pulse Hyperion wanders too far ahead of everyone else into the range of the Apollo - but despite a concentrated barrage, little damage is done. Meanwhile, the Apollo is smothered in a barrage of fire from an Artemis, Sag, Omega and Chronos. The Apollo is only able to fire two more times - with little effect - before being destroyed. The bright spot in all this is that the rebel fighters were able to swarm an Artemis, scoring one critical knocking its weapons off-line! It wouldn't be able to fire again until the last rounds.
Turns 4-5
The lines have hit eachother now. The Marathon (with a scary 12 spd) jumps into the lines, its nuetron cannon blazing away. It targets the loyalist Sag, a high priority target, lighting up the void of space with an explosion.
In racing ahead however, the Marathon puts itself in the middle of the loyalist lines...swarmed by Clark T-bolts for almost the rest of the game. Both Poseidons power ahead into the scrum.
Turns 5-6
Clark's Hyperion takes a whithering barrage of fire from a pair of Chronos and the Marathon but still manages to survive in turn 5! In turn 6 it tries to manuever to hit the Marathon but is crippled before being able to do so. Subsequent fire from the Marathon destroys it.
The two rebel Chronos' take up positions in the center of the battle hitting the Agrippa and her Chronos escort.

Turns 7-8
By this time, the two Poseidons are now aside eachother...firing pulse cannons to all arcs and launching recovered fighters. The Agrippa, making a couple of Come About! rolls, ends up between the two Poseidons as they exchange broadsides.

Somewhere in the chaos, a lowly Artemis manages to knock out the weapons on the Marathon - no weapons may fire! At roughly the same time, the Agrippa's weapons are also hit, only being able to fire half the time. By this time, almost all ships have taken heavy damage, except for both Poseidons!
Turns 9-10
In an attempt to protect the Marathon, the Poseidon and Chronos' take up positions almost on top of the Marathon. At this time, the Marathon's weapons come back online! However by this time she is crippled (and skeleton crewed but the flight computer kicks in). The Agrippa is also crippled, harrassed by T-bolts and the Chronos. The Clark Artemis also brings its weapons back online.
In subsequent turns, the Marathon swings around and manages to take out the Agrippa and cripple the Artemis. The Clark Chronos is tailed by the two rebel Chronos and is eventually destroyed. In a last desperate act and by some miracle (

So losses for the loyalists in our 'simulation':
1 Artemis destroyed, 1 crippled
1 Omega (Agrippa - destoryed yet again!)
1 Sag
1 Hyperion Pulse
1 Chronos
Losses for the rebels:
1 Apollo
1 Marathon
Post game
We both brought Poseidons hoping to leverage the new 'A' fighter rules - so much for that plan since we both brought one. We both enjoyed the new fighter rules very much - at no point did we feel they were overpowered. They excelled in stripping interceptors so heavier weapons could do damage. Only one crit (against the Artemis), and that was after avoiding enemy fighters, stripping interceptors and some lucky rolls.
Moving fighters last and firing first added another tactical dimension to the game lacking before. Also, the carrier recovery rule was key since fighters played an important harrasing role all the way until the very last round. Clark's fleet started with 21 fighter flights while I started with 18. At the end, I think 2 Clark flights survived while I had something like 4.
This being the first game using the Marathon, I liked it very much. Having a ship with two turns was very empowering for the boresight. Triple damage was icing on the cake. The slightly shorter range made a difference - timeslip was able to leverage the 5" difference in the opening rounds. However the extra turn is worth the slightly shorter range IMO.
The secondary weapons, although not great came in quite handy once the Marathon was in the middle of the fray. The speed 12 helps in this area. It's almost too fast, speeding way ahead of the rest of the fleet...I welcomed the two separate speed crits it got as it allowed me to make sharper turns towards the end of the game. Maybe it makes sense the minimum distance to move before turning remains constant regardless of speed crits? Don't know if other folks play this way.
Finally, my Poseidon was hit once or twice for 8 damage or so. Neither of us paid much attention to the opposing Poseidon since it can take so much damage, 6 interceptors, etc. Both of us opted to hit offensive oriented ships, although with 8AD in all arcs, the beefed up Poseidon can certainly do some damage. It was fun to get both of them in the middle of the fighting versus keeping them on opposite ends of the table.
Anyway, that wraps up the latest EA vs. EA military excercise. Looking forward to the next one!