EA vs. EA battle report

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:

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1 Poseidon
1 Omega (Agrippa)
1 Chronos
1 Saggitaruius
2 Artemis
1 Hyperion Pulse Cruiser

Sheridan's Liberation fleet:

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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.

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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.

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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.

battle1.jpg


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 ( :D ), 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!
 
Great report! (and very attractive Marathon substititute)

On the fighter rules you both had about even flight numbers, the new rules only really show their strength when one side has a decided advantage.

I like the marathon, did you try the laser option from it given you were up against interceptors or just stick with the twin-linked? Found the range twelve on the laser option made it viable against something like a Posiedon.

Ripple
 
Ripple said:
On the fighter rules you both had about even flight numbers, the new rules only really show their strength when one side has a decided advantage.
True, but fleets lacking in fighters probably have strength in other areas to make up for it...high interceptors, GEGs, anti-fighter energy fields, etc. We'll have to run other sims with a lopsided fighter presence to see...

Ripple said:
I like the marathon, did you try the laser option from it given you were up against interceptors or just stick with the twin-linked? Found the range twelve on the laser option made it viable against something like a Posiedon.
Good question - I did use the laser option a couple of times against the Chronos, Omega and Artemis...OK against the hull 5 Artemis but no so much against the hull 6 targets. At half the AD and only AP, it's best reserved for hull 5 and weaker targets (Olympus!!). Versus hull 6 I took my chances with twin-linked especially if interceptors had been exhausted by fighters.

Never really considered using it against the Poseidon despite it's being hull 4...just too much damage to do. Given the choice of taking a few precious points off of timeslips Chronos versus his Poseidon, I went with the Chronos every time.
 
Let me know if you want to pull the posiedon out again, I think I may have enough Vree to give you a good run. Would be a good test to see if the fighter heavy vs Vree is actually as bad as I think.

Biggest change I have seen is in initiative. You can now lose initiative but still get a chance to fire first due to fighter positioning. Stopped a Brakiri cruiser from firing that way.

Ripple
 
Great battle report and pictures. Really nice models excellent all round. Look forward to more. Reckon I will have to look at getting a few EA ships to add to my collection.
 
Ripple said:
Let me know if you want to pull the posiedon out again, I think I may have enough Vree to give you a good run. Would be a good test to see if the fighter heavy vs Vree is actually as bad as I think.

I'd be up for it, but my feeling has always been the league races should always be mixed to maximize their diversity. Alone I think they have obvious flaws; Drazi boresite beams trump Abbi interceptors, Abbai twin-linked in all arcs trumps Vree SM, Vree SM trumps Drazi boresite beams, etc, etc. However combined, they can play off of eachothers strengths & weaknesses. I'll PM you about EA vs. Vree though...kind of curious myself.
 
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