Help with 3rd age EA

pwrserge

Mongoose
Hi, I am new to the game and currently building a 3rd age EA force. However, after getting the fleet box, I have few ideas where to go. I am a little confused as to where I should be going in terms of later ship purchases and overall tactics.

My main opponents in the forseeable future will be Centauri, Narn, and Drazi. I would apreciate any tips you guys could give me.

SERGE
 
With 3rd Age, initiative sinks are the name of the game with all of your boresighted weaponry. Load up on smaller support vessels and move them first so you can line up shots with your Omega, Warlock, etc. Don't be afraid to squadron things up to maximize firepower, then break the squadron for initiative sinking.

Fighters are a big EA strength, especially against all of the races you'll be facing (beware of Narn e-mines though). Your Avenger should come in handy. Incidentally, go for T-bolts versus Furies; more weapons, better armor and decent dogfight, especially with any Fleet Carriers on the table.
 
Use the variants available to you as well. My friend plays Mimari and the other plays Centari and Raiders. i used an Omega Pule variant and charged it right to the Capital ships, caught them off gaurd, they were expecting Bore Sighted Lasers. :P
 
pwrserge said:
Hi, I am new to the game and currently building a 3rd age EA force. However, after getting the fleet box, I have few ideas where to go. I am a little confused as to where I should be going in terms of later ship purchases and overall tactics.

I would suggest getting atleast one nova there as well. Gives another raid choise than the hyperion(which is tad vulnerable), packs decent punch for size and provides four squadrons of fighters to boot.

Also as mentioned don't forget variants. I have started to enjoy the pulse omega. What a joy when you don't have to worry about boresighting. And when you get middle of enemy with enemies everywhere it's pure fun to start rolling those dices(let's see. 48 dice, rerolling misses. This is going to be fun!).
 
Essentially the Core of EA at third ages, as noted, is the Omega/Nova firing line.

Form line abreast and close steadily, shooting the snot out of anything that comes close. Remember that an Omega's laser is good, by the way, but not invincible. The heavy pulse cannon is a nice backup, and it's the combination of the two that REALLY makes it dangerous.

Mix out pulse omegas, regular omegas, novas and fleet carriers (I'd love to say the posiedon becuase it looks so much cooler than the avenger but it's so fragile it's untrue) for the win.
 
One thing to remember is that the Hyperion's main weapon is a laser cannon as powerful as that of the Omega, although shorter range. however you normally get two of them for one omega, and they are faster and more manoeuvrable, which means more of the boresight lasers will hit. For this reason alone I would suggest the use of Hyperions as your basic line warships.

I've always been disapointed in the results I've had with the Omega destroyer, however the Nova will be particuarly useful against the DRazi.
 
Nightmares about Minbari said:
One thing to remember is that the Hyperion's main weapon is a laser cannon as powerful as that of the Omega, although shorter range. however you normally get two of them for one omega, and they are faster and more manoeuvrable, which means more of the boresight lasers will hit. For this reason alone I would suggest the use of Hyperions as your basic line warships.

They are also horribly vulnerable with pretty low damage/crew scores and hull 5...Oh and low range(compared to omega) doesn't help either.

I find they get one shot and then something either blows it up in one go or cripples it with criticals...

The fact it DOES carry equilavent of omega laser doesn't help as it becomes priority target...
 
That's why you use them as the line infantry of the fleet. and if the enemy are targeting them, they are not shooting other ships, which may allow Nova dreadnoughts to get into range or your scouts to remain untargeted.

Agreed it's a trade off, gaining in firepower and total damage, but at a price of lower hull. If your getting two for each Omega I think it' a good deal, but that depends on the priority.
 
The new Hyperion, in squadrons, is Vile. You need to sink it out, however, with scads of Hermes.

The War-level selction of the Command Omega is HIDEOUS. The Battle-level Omega, not so much. In general, stay away from the Pulse Omega and the Command Hyperion.

The Oracle is a tactical morass. Yes, because you're boresighted, you will need a Scout, but the Oracle isn't exactly the best in the business. Tends to get its fool self killed; you will be tempted to use that boresighted beam, no matter how much you say you won't. That one die of missile has, for some random reason, caused a great deal more agony than it has any right to cause. Don't take it against Vorlons, Shadows, or Drakh --- it'll die almost immediately for nothing.

I think the Nova is overrated, but that's just me, I think.

The most interesting decision you'll have is Olympus or Artemis. Olympus is the probable winner, but agaisnt beam-squads, you'll want the Artemis; the Hull of 4 is just too painful. I don't have enough experience with either of these to really amek much of a recommendation here, but of the three opponents you'll be seeing, this is only a real worry (but it is a real worry) against the Centauri and the Narn Bat Squad fleet (Ka'T**s).
 
CZuschlag said:
In general, stay away from the Pulse Omega and the Command Hyperion.

In general I disagree on this especially on bigger battles. They allow you to have high level ship that isn't boresight and actually do pose quite a lot of dices. Especially once you get middle of enemy fleet :D The pair I had running against vorlons(5 pts war, battle report to follow) were able to cause nice amount of damage with their pulses. Especially in one turn when both had enemies on all 4 arcs(that was fun).

Very nice, especially when working in tandem with either second pulse omega or omega heavy destroyer.
 
I think the Nova is overrated, but that's just me, I think.

Raw firepower in any given arc is ok, but nothing spectacular. If it gets to engage several foes at once it can really hand out a kicking. The aspect that a lot of people forget is the 4 starfury wings, though - ok, it's not a carrier, but one flight is deployed before turn one, and one scramble scramble and you have 3/4 wings out.....

The hyperion is well-armed, incredibly agile, and garuanteed to die. The only thing more fragile for cost is the command hyperion (why?). Generally I see them get lasered to death from long range. It's nasty in those scenarios where you have the jump on your opponent (ambush, flee to the jump gate) but it lacks staying power.


Command Omegas are most shiny, especially with EA's relatively low initiative making a command ship tempting.
 
Wow, I couldn't disagree with many posters more. They hyperion is an awesome buy. You get 2 for one Omega. While your beam is boresight and only has an 18 inch range, if you load up with low PL missle armed ships, you make your opponent choose whether to shoot the ships that might crit you to death, or the heavy beams. I have run the 3rd Age EA force at 5 Battle with 5 Squadroned Hyperions, and I have never regretted it. If you use the Hermes as initiative sinks, preferably with Flash Missles, it is a very difficult choice for your opponent as to which hull to kill due to the precise nature of your missles.

I would suggest always taking the T-Bolt for the EA.

As for the 3rd Age EA, the Avenger is a questionable choice as it is a battle level hull.

For the most part, buy down in your fleet choice. The lower PL ships for the EA is really where they tend to shine.


BTW Here's a Fleet List I have run at 5 Battle:

5 Hyperions
3 Olympus
2 Oracle
10 Hermes

There's just too many ships for your opponent to kill before you find the range. Plus the Hermes out range the big bad Centauri beams.

Dave
 
Chant with me now: "Fighters are my friend, fighters are my friend, fighters are...". You get the idea. Novas and Omegas, especially Comm omega, can put out more fighers than anyone else can (bar Raiders) without them having to take Patrol Wings to compensate. Having the nasty T-Bolt to use is just icing on the cake. An average Raid or Battle PL 5 pt should be putting out at least 50% more fighters than your opponent can field.

Example 5 pt Battle

1 Avenger
1 Pulse Omega (Works better with the Nova's than Beam Omegas)
2 Nova
6 Hermes

Fighters Total. 26. Thats an insane amounts of fighters for 5pt Battle. Nearly every other race would have to take 2 Carriers to come close, which means less competition to your Omega/Nova Gun while they close. Nearly every race has some mean to deal with fighters, but only minbari could pose a serious threat to this many fighters (Nial/MBs). E-mines can be worked around due to tactics, every other race would ahve to rely on integral AF weaponry to deal with this horde, as +3 Dogfight Satfuries would eat their fighters.

5pt Raid.

3 Novas
2 Olympus
4 Hermes.

Total Fighters. 16. Still quite a nasty amount of fighters, but no fleet carrier bonus or reroll. Squadron the Olympus and Hermes to provide a nasty missle salvo (no need for init sinks, no beams).

5pt War.

In my experience the fighters strategy gains effectiveness the higher the PL, as more fighters can be put on the board for the 3rd Age. While the Posiedon is VERY tempting at this high of PL when pursuing fighters, the Avenger is still the better choice, as an Hull 6 Omega can be taken as well for nearly the same amount of fighters. so....

1 Comm. Omega
1 Avenger
2 Omega
1 Pulse Omega
4 Nova
4 Olympus
8 Hermes

Fighters Total. 60 Fighters. Nearly everything in this carries fighters and you have 4 essential types of combat types here. LR beam (Comm Omega and Omegas) SR brawler (Pusle omega and Nova), Missles (Olypus/Hermes), and lovely fighters. lots of fighters, insane amount of fighters, all of whom have fleet carrier bonuses, due to the Avenger. With that many fighters, your ships dont actually have to kill ships, just wound them enough for the fighters to gank.

10 pt War example. Just furthur illustrate the ridiculousness of EA fighter strenght.

2 Comm Omega
1 Avenger
3 Omega
4 Pulse Omega
8 Nova
8 Olympus
16 Hermes

Fighters Total 96. Nearly a hundred fighters squadrons to swarm your opponent. At this high of a list, the fleet carrier bonus isnt as overwhelming as before, as nearly any race that has one will take one. But you should have nearly 2 to 1 in the numbers game, and the 12 gunships charging his line might provide a mighty tempting target to distract. Long range Beam and Missles may be able to knock out the enemy fleet carrier, thus enhancing your own fighters, and should be the priority target, even before other warships.

So fighters FTW. EA(especially 3rd Age EA), play the fighter game better than anyone else. There are more effective fighters out there, Nials / WS Fighters, Sentris, but they will not be able to stand up to that horde.

BUT if your pursuing fighters, do NOT throw them away. Most races treat fighters as disposable; you cannot, as they constitute a major portion of your offsensive fire. Avoid the temptation to run them out ahead of fleet; they'll simply get beam/cannoned/emined/intercepted to death before they can reach their targets. Deploy them around the flanks and rear of the fleet,so they are in postion to intercept flankers/leakers and intercept enemy fighers that attack your own ships. With this many fighters, having fighter supporting ships is a valid option unless facing Narn.

Yes you can do the Hordes of light ships. It works. The Omeage/Nova gunline works as well, but the gunline is halfway to having the fighter srtike force already.
 
Well, I'm going to assume that your playing a 5pt Raid.

I am really fond of Hyperions. They form the backbone of my fleet. The do have less damage and crew, but they pack a really big punch. Go with 3 Hyperions and one of your Omegas (use it as a Pulse varient).

With the Narn's don't bother launching fighters till you deal with the e-mine ships. Spread your ships out and utilise dust clouds and asteroid fields until you get close, then strike using a classic pincer move.

With the Centauri, use your fighters, but your going to have a hard time against the Sentri. Keep the fighters close to your capital ships and draw the enemy fighters into Anti-fighter range. If your ships aren't in range of enemy capital ships your pulse cannons are really good for blasting the flies out of the sky. Spreading your capital ships out is still a good tactic, just remember to close the pincer.

With the Drazi, you both outnumber and out class there fighters, go forward and say out of there F arc and you should do fine (mind you I've killed a ship and lost all of my fighters in the subsiquent explosion). Don't clump you Capital ships up. That will make it easy on your opponent. Since you have multiple arcs and your opponent doesn't, don't be affraid to sacrifice your F and B weapons to get into his side arc.

Good luck
 
Of the 3 era's, I would probably use early for smaller games 5pt raid & below but if you play bigger ones 3rd age. I don't like the Crusade era at all mainly because it lacks fighters of any numbers which is what EA is about in my mind. On the Hyperion they die because they can't be ignored, because of there firepower & manueverbility. They become extremely deadly once in the flank of your enemies. For this i wouldn't use them as your frontline ship. Angelus2000 post pretty much on the nail.
 
Thanks everyone!

I am currently working on a 5 pt Battle fleet.
From what I have on hand and what I have read on the forums I am going with the combo below.

1x Avenger
2x Omegas (Normal config)
2x Hyperions (CA variant)
2x Olympus
4x Hermes

That gives me 12 missile launchers for long range sniping, sufficient beams to discourage low hull vessels from trying anything fancy, and 22 fighter bays to keep up with the carrier tactics.

What ratio of T-bolts to Auroras would people recomend?

Also, which of the missile variants would people recomend? Right now I am going with flash missiles for the Hermes and Heavy missiles on the Olympus.

SERGE
 
angelus2000 said:
Chant with me now: "Fighters are my friend, fighters are my friend, fighters are...". You get the idea. Novas and Omegas, especially Comm omega, can put out more fighers than anyone else can (bar Raiders) without them having to take Patrol Wings to compensate. Having the nasty T-Bolt to use is just icing on the cake. An average Raid or Battle PL 5 pt should be putting out at least 50% more fighters than your opponent can field.

Example 5 pt Battle

1 Avenger
1 Pulse Omega (Works better with the Nova's than Beam Omegas)
2 Nova
6 Hermes

Fighters Total. 26. Thats an insane amounts of fighters for 5pt Battle. Nearly every other race would have to take 2 Carriers to come close, which means less competition to your Omega/Nova Gun while they close. Nearly every race has some mean to deal with fighters, but only minbari could pose a serious threat to this many fighters (Nial/MBs). E-mines can be worked around due to tactics, every other race would ahve to rely on integral AF weaponry to deal with this horde, as +3 Dogfight Satfuries would eat their fighters.

5pt Raid.

3 Novas
2 Olympus
4 Hermes.

Total Fighters. 16. Still quite a nasty amount of fighters, but no fleet carrier bonus or reroll. Squadron the Olympus and Hermes to provide a nasty missle salvo (no need for init sinks, no beams).

5pt War.

In my experience the fighters strategy gains effectiveness the higher the PL, as more fighters can be put on the board for the 3rd Age. While the Posiedon is VERY tempting at this high of PL when pursuing fighters, the Avenger is still the better choice, as an Hull 6 Omega can be taken as well for nearly the same amount of fighters. so....

1 Comm. Omega
1 Avenger
2 Omega
1 Pulse Omega
4 Nova
4 Olympus
8 Hermes

Fighters Total. 60 Fighters. Nearly everything in this carries fighters and you have 4 essential types of combat types here. LR beam (Comm Omega and Omegas) SR brawler (Pusle omega and Nova), Missles (Olypus/Hermes), and lovely fighters. lots of fighters, insane amount of fighters, all of whom have fleet carrier bonuses, due to the Avenger. With that many fighters, your ships dont actually have to kill ships, just wound them enough for the fighters to gank.

10 pt War example. Just furthur illustrate the ridiculousness of EA fighter strenght.

2 Comm Omega
1 Avenger
3 Omega
4 Pulse Omega
8 Nova
8 Olympus
16 Hermes

Fighters Total 96. Nearly a hundred fighters squadrons to swarm your opponent. At this high of a list, the fleet carrier bonus isnt as overwhelming as before, as nearly any race that has one will take one. But you should have nearly 2 to 1 in the numbers game, and the 12 gunships charging his line might provide a mighty tempting target to distract. Long range Beam and Missles may be able to knock out the enemy fleet carrier, thus enhancing your own fighters, and should be the priority target, even before other warships.

So fighters FTW. EA(especially 3rd Age EA), play the fighter game better than anyone else. There are more effective fighters out there, Nials / WS Fighters, Sentris, but they will not be able to stand up to that horde.

BUT if your pursuing fighters, do NOT throw them away. Most races treat fighters as disposable; you cannot, as they constitute a major portion of your offsensive fire. Avoid the temptation to run them out ahead of fleet; they'll simply get beam/cannoned/emined/intercepted to death before they can reach their targets. Deploy them around the flanks and rear of the fleet,so they are in postion to intercept flankers/leakers and intercept enemy fighers that attack your own ships. With this many fighters, having fighter supporting ships is a valid option unless facing Narn.

Yes you can do the Hordes of light ships. It works. The Omeage/Nova gunline works as well, but the gunline is halfway to having the fighter srtike force already.

So, what are you going to do against the Narn? E-mines will kill your fighters and the ships you have don't have enough firepower to kill the narn ships

Dave
 
Worse yet, Drakh. That's a lot of dice trolling for criticals. The GEG will do amazing things against this fleet. Simiarly, new Vorlons could be a nightmare -- you won't kill enough ships before the "no ships left on the board" phenomenon kills you. If you do get close enough for a kill, one EM pulse later, and you're toast....

Of course, the other half of it is, against the Vree and the Drazi, you may have just auto-victoried. Same could be true for Shadows.
 
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