I played another game tonight (my sixth game?).
5 Point Raid ---> Assassination - EA vs Narn
I played against Evil Bob - so called because he can be uncannily lucky with dice when he needs it :shock:

:wink:
We played Assassination with me as attacker - 5 Point Raid.
Once again Evil Bob played Narn (defender):
3 Ka'Tocs
3 G'Kariths
3 Narn Scout ships
2 So'Kos Cutters
I think the list is right (from memory)
I played Crusade EA:
1 Marathon
2 Chronos
1 Delphi
I deployed my Delphi and Chronos as far away from the Narn as possible and kept my Marathon is reserve. My target was one of the Ka'Toc which I picked since it had the highest hull value.
The Narn all turned to face the Chronos and Delphi and Moved in for the kill. No shooting for Turn 1 as nothing was in range (very good for me as my Chronos only have 12 inch range - max)
While moving the Narn in Evile Bob held his 3 Narn Scouts and Frazi fighters back slightly from the main fleet.
On turn Two, I Jump point bombed 2 G'Karith with my Marathon opening the jumpgate using AJP. I did slight damage to one ship.
Turn 2 saw little shooting and none of it effective for the Narn.
Turn 3 My marathon moves on and starts chasing the Narn fleet and it target for Assassination. Unfortunately even though I moved the Marathon last, Evil Bob had more ships and I couldn't Boresight the ship I needed to kill this turn.
Evil bob had equiped his ships with Ionic Mines so no Special orders for my Chronos'ssssssss - Bugger because I had "All Hand to Deck"
Not much damage done by me except to kill a Sho'Kos Cutter with 2 Chronos firing Turret Weapon and Delphi firing as well. On the plus side it did blow up causing slight damage to a nearby Sho'Kos.
Turn 4 I killed the Target for Assassination with the Marathon (Ka'Toc) which I had previously damaged with fire on Turn 3.
Chronos Earned there keep causing damage all around more Ionic Bursts mean no special order for my fleet - Really Annoying.
My 2 Star Fury flights from the Marathon have bogged the Frazi flights down and started to kill them in a mass dog fight - even though they were outnumbered for 6 turns
I have had 3 Narn scouts on the Marathons tail now and there is not much I can do. 3 times I failed my Stealth checks with the Marathon so I start to use my Aft weapons on one scout and Anti fighter on another to help with failed stealth rolls.
Over the next few turns I keep moving the Marathon closer to the Chronos to help kill the scouts. My Chronos delivered some great damage to the Narn fleet as did my Marathon.
In the end Evil Bob had lost:
1 narn Scout
3 Ka'tocs
2 G'Kariths
1 Sho'Kos Cutter
half his Frazi Flights
He had
1 Crippled G'Karith (may have been dead - I don't remember)
1 Crippled Sho'Kos Cutter
1 damaged Narn Scout
1 Crippled Narn Scout
I Lost:
1 Chronos
I had remaining:
1 Crippled and Skeleton Crewed Marathon with no AJP and Move reduced to half due to Vital system Critical
1 Half damaged Chronos
1 Healthy Delphi
Victory Points were 46 VP for Crusade EA vs 15 VP for Narn
What we learned:
The EA marathon is a good solid ship. The Turn of 2/45 and 12 move is nice. 2/45 Turn really helps to line up your Boresight (didn't fire every turn as he had Initiative sinks)
Ionic E-mines stop Special orders like opening a Jump Point so a Marathon can escape - one more turn of shooting from the 2 Narn scouts should kill the Marathon - it only had 3 Hull points left
The Twin- Linked dice etc from my EA allowed alot of Criticals over the course of the game I think I got about 5 or 6 Vital System Criticals on the Narn Fleets throughout the game - One a 6-6
The Narn didn't roll as many dice so only got a handful of Criticals back.
Evil Bob should have used the Narn scouts to use the scout ability - CQ check on 9+ to redirect weapons fire on the Marathon from the start. Especially with 3 AD of AP Beam trying to hit Hull 6 on the Marathon
Hull 6 & Interceptors saved the EA from alot of damage throughout the game.
AJP the Marathon behind the Narn fleet helped to distract my opponent from the Chronos so they could get into range
Starfurys are good at holding up enemy fighters

- this saved me from the 4 AD Frazi flights
Evil Bob had maybe to many ships with Ionic mine - Weak Trait
Evil Bob really likes the Narn Ka'Toc alot - looks like I will see more of them :shock:
It is good to offer "Bait" ship(s) to break up an opponents fleets especially if it allows you to AJP behind the enemy fleet
