Fighter Types

mikelosaurus

Mongoose
I haven't really played much yet (still waiting for a lot of stuff to arrive) and I just wondered what opinions more experienced players had over different types of fighters.

For the Third Age EA choices of Aurora vs. Badger vs. Thunderbolt is it better to have a balanced mix or make your selections based on what races you're facing?

Does similar reasoning apply to Minbari (Nial vs. Flyer vs. Tishat) and Centauri (Sentri vs. Rutarian vs. Razik)?

Does anyone really make that much use of breaching pods?
 
I upgrade about 75% of my Sentris to Rutarians. There well worth the points

I keep most of my Narn fighters as Frazis and rely on e-mines to clear enemy fighters. Another local Narn player uses nothing but Goraths. It doesn't make a lot of difference either way.

Most people I've fought decide what fighters to use based on their playing style instead of their opponent and only change in special circumstances.
 
Locally we have found there is almost never a reason to use anything but the T-bolt, but we don't play too many other fighter heavy races.

Ripple
 
I take Auroras to Thunderbolts in a 1:2 Ratio (1 Aurora for every 2 T-bolts), though even then I find them rather underpowered for their relative cost and survivability. You need massive numerical superiority to get anything out of fighters with any speed, otherwise you're plinking away for handfuls of damage a turn, and likely losing one or two fighter flights, if not significantly more, each turn. Regardless, I prefer the 1:2 ratio instead of using all T-bolts or Badgers, as I can dedicate the Aurora's to CSP (Combat Space Patrol) while the T-bolts go hunting, so I don't have my firepower degraded by T-bolts getting caught in dogfights.

For Minbari, the Nial is the best, having the best firepower, hull, speed, and dogfight score balance. Flyers are just sort of cannon fodder, but can prove useful because people tend to ignore them. Tishats are great dogfighters, and if you're fighting a fighter heavy fleet like EA or Gaim, or a Rutarian happy Centauri player, they can prove invaluable to keeping the skies clear of fighters.

For the Centauri, essentially the same thing. Rutarians are excellent at anti-shipping and anti-fighter (Though are consequently more expensive/harder to get), Sentri have some decent firepower but good dogfight, while Raziks are excellent dogfighters but have next to no real anti-ship firepower.

Breaching Pods can be useful, though you'll need to husband and commit them carefully, as they're slow and fragile, and understandably, the enemy doesn't want them anywhere near his ships. Regardless, capturing a high priority ship with a low troop score with Breaching Pods can essentially win you the game on its own. Not to mention the benefits of capturing a ship in the new Raider campaign. Generally, however, I've found Breaching Pods too fragile to be relied upon, and deliver too few troops for significant use (I fight Narn, primarily, and they average 3 to 4 troops per ship, not good odds for two or three breaching pods).
 
With the Minbari, I usually just stick to Nials. There great all-rounders, especially if you're using a Morshin carrier with them.

I prefer to use the Aurora against most races, especially those with good dogfighters. The Thunderbolt's good, but against races with lots of secondary batteries that Dodge 3+ is a killer. The Brakiri are particularly good against them (Halik escort with twin-linked AP guns all round, nearly everything else with AP guns all round) as are the Centauri. Same for the Badger, although it works well as an escort as it has (just) enough speed to keep up with nearly all EA ships and can dogfight as well as an Aurora.
 
I usually tailor my fighters to who I am playing, but normally it is around 1 thorun to 3 torpedo fighters.

I don't use breaching pods much, never had much luck with them.
 
The Zorth is a tough, powerful dogfighter.

The Tzymm is an overbuilt bomber for it priority; I think it's so over the top as to make it broken. I think it's on a par with the Rutarian. With the Xeel I consider it downright busted.
 
Hmmm,,,,as a League player I can take those without a carrier. Speaking of which, the Xeel doesn't seem to be a very powerful ship. No beam weapon like other carriers, no carrier trait, hull 4, only 1 weapon (but I'll admit, its a good one). Why would it be broken when used with a flight of Tzymm?

I am speaking with the voice of INexperience.
 
Ironwolf44 said:
Hmmm,,,,as a League player I can take those without a carrier. Speaking of which, the Xeel doesn't seem to be a very powerful ship. No beam weapon like other carriers, no carrier trait, hull 4, only 1 weapon (but I'll admit, its a good one). Why would it be broken when used with a flight of Tzymm?

I am speaking with the voice of INexperience.
The simple way to answer this without going into too much detail (about why the Vree ships appear weak but aren't) is to compare it to the Xorr. The Xorr is fairly balanced with just a tiny bit more firepower (Twin-Linked on one system) than the Xeel, a tiny bit fewer Damage points but the Xeel comes with four Tzymm fighters (you get three per Patrol FAP), even if they don't start on the board (as a separate wing would do), these fighters are a massive bonus.
 
Useful information, thank you very much. My League fleet is slowly growing. I'm unsure if I need fighters since I have 5 Vree ships already. If I'm understanding the point system correctly, I need 1 more skirmish point or 2 more patrol points to bring my entire fleet up to 3 whole war points.

Ummmm,,,,war points is the standard people use when they talk about points for a battle, isn't it?
:oops:
 
Generally, people talk about games at raid level. A game at war level is a pretty big game.

For myself, I take mostly Sentris for my Centauri fleet and almost always use a Balvarin carrier, but if I have a Primus I tend to swap its Sentris for Raziks for the dogfight bonus. +4 with the carrier on the table - nice. I've never yet paid for Rutarians and when I have used them, from my Dargan cruiser, they've been a disappointment... but I do have appalling luck at dice as Triggy will attest.
 
:oops: :shock:

Looks like my fleet is larger than I thought.
By level I have 1 war, 1 battle, 1 raid, 3 skirmish, and 7 patrol.

But no carriers or fighters, which is why I joined this thred, to get advice on that.
 
Ironwolf44 said:
:oops: :shock:

Looks like my fleet is larger than I thought.
By level I have 1 war, 1 battle, 1 raid, 3 skirmish, and 7 patrol.

So that's a fleet of

37 Patrol points OR
20.5 Skirmish points OR
10 and a bit Raid points OR
4 and a bit Battle points OR
2 and a bit War points OR
1 and a bit Armageddon points

LBH
 
I should mention that 3 of those patrol points I technicaly can't use. 2 EA Tethys and 4 Centauri Haven. I bought them a very long time ago to use as system monitors for BFG and so I already had them when I started collecting for B-5. I don't think it will matter much in a friendly game. They aren't exactly terrifying ship killers.
 
Ironwolf44 said:
:oops: :shock:

Looks like my fleet is larger than I thought.
By level I have 1 war, 1 battle, 1 raid, 3 skirmish, and 7 patrol.

But no carriers or fighters, which is why I joined this thred, to get advice on that.
I would recommend getting the counter sheet and trying out a few fighters of different kinds (depending on your league fleet, of course) and making your decision that way.

Oh, and the Tethys laser boat can be a scary sjip killer with that 2AD DD Beam on a 2-fer hull...
 
Back
Top