I have to concur with Target. Chronos' are optimized with Hull 6 (which sees the least possible value against Super AP weaponry ... which the Battle Laser is), and interceptors 3 (which sees the least value against beam/mini-beam ... which the Battle Laser is!). What a nightmare. Some thoughts:
Apollos at range with a few Sags in front is a good start. But even there, I don't think it's quite enough. But, noting that Sulusts only have 1 45 turn in them, I think jumping in directly behind them is the way to go.
You'll need to do it with big beefy things to eat all those twin arrays, too; I suggest Novae. They're all Jump-capable, allowing you to open boatloads of jump points as initiative sinks all over, and, after he moves all his ships, you can choose which one/ones you want to leave through. Put those jump gates in all arcs, all over the place -- you'll end up only using one or two, but we want to give the Centauri absolutely no idea which direction you'll be actually be coming out of, so he can't bring more than perhaps 1/2 of his Battle Lasers to bear on you as you exit.
Hey, I know, half of those Lasers will still sting like heck, but I can't help that bit. Sorry. But at least he's turning, so I got rid of the CAF, right? Well, aside from the Corvans. About those things ....
A few of the jump points you may even get greedy with and try to jump-bomb the Corvans; I mean, heck, behind all those 45 degree only turning ships is probably where we want to be anyways, so you're not wasing a jump point exit, and a dead Corvan is a very good thing(TM). You'll only eat a fraction of his Battle Lasers this way, especially if you have a bunch of back-of-board initiative sinks ... do I hear Delphi, anyone? Of course I do!
This would also be the correct moment for the Apollos and Saggitarius to come out from whatever cover there is and start firing all those Flash missiles.
Of course, if his formation goes all to pot trying to cover all the potential jump points and succeeds in scaring you off from 'em, you fire a few missiles, and use the other ships's jump points next turn in different places. You'll only get a few shots at it with the second move, however, because of the 3 turn reload rule, and your missile ships will be getting a few laser shots every turn.
No guarantees that this'd work. It's what I'd try, though. Hey, it'll make it more interesting than charging 20+ CAFed Battle Lasers. Whee. As much fund as a Laser enema, which is what this fight would be without it.