White Star, WS Enforcer, WS Gunship

SylvrDragon said:
I played a game of ISA vs. EA Third Age last night, using the P&P rules. That range reduction is killer. My opponent hid the juicy targets, such as his Omegas and Warlock, in the dead center of his fleet. This meant that after I had flown across the board, during which I lost a WSG and another WSG took moderate damage, I was forced to either continue to soak up damage from his big ships, or I had to plant myself in range of everything in his fleet to take down his big guns. The Knife fighting White Star is dramatically different from the old version, and it's much more difficult to use. Mind you, I'm not complaining, in fact I love this new version of the White Star. I'm just telling you how it is. With the 10" range limit it's so much easier for opponents to take up defensive positions and hide their juicy targets just out of reach, which forces ISA players to make real hard decisions. Such as, do I want to take a couple more turns of those nasty big guns, or plant myself in range of everything to try and take out something worth shooting at. I'd be inclined to agree that, with this shorter range, the White Star may need the old 3+ dodge back, or a little upgrade to the Molecular Pulsars to give it more punch. Not saying that either is necessary, haven't had enough games to make such a declaration, but I can see a justified argument for such. I have to admit, I especially felt the burn as my opponent kept succeeding on his TTT checks, which furthered the pain as I was taking more fire and dealing nothing back.

Any chance of a full batttle report? Be interesting to see how it unfolded? What was the PL of the battle, any terrain? the WSG has not changed so that should make no difference to the results.

I also prefered the previous version of TTT................
 
I'd give a full battle report, but our game didn't go full length so there's not much point. It ended up getting stopped half way through the attack phase of the 2nd turn. It was a 5 point war though. We had terrain, though I failed to take the best use of it, which was partially do to me losing the initiative roll for set-up, which led to him firing off shots on turn one, which were only answered by my Tara'Lin.

--

My list

1 Tara'lin
2 White Star Gunships
4 White Stars
2 Ashintas
2 Nolo'Tar
8 Blue Stars

His list

1 Warlock
2 Omegas
1 Nova
1 Avenger
2 Hyperions
2 Assault Hyperions
7 Hermes

I realize these are uneven fleets, but this was a campaign game and this was all the EA player could field; which was why I pushed for an all out assault, because I knew he couldn't match me point for point.

On turn one he crippled 1 of my WSG's and did about 3 points to another, and I did nothing in return; major beam wiffing on my Tara'Lin and the one WSG in range. Both of my WSG's started out on CBD, but the one he crippled had the SA removed by a crit part way through the turn.

On turn two, at least of what we managed to get done on turn 2, he finished of the crippled WSG and destroyed the minorly damaged one. I managed to cripple an Omega in return, using the minorly damaged WSG before it was destroyed along with 2 White Stars. Had the turn gone full length, I would've finished off the Omega along with a few Hermes, and he would've likely done some minor to moderate damage to a few White Stars.

Had my White Stars still had the 18" beam it would have been very, very different. For starters the Omega that I crippled would have been in range of at least 2 White Stars on turn one, and his Warlock would have been in range of all 4 White Stars on turn 2. So, unless I wiffed as badly on those, I could've possibly critted the Omega to hell on turn 1 and then I would've started digging at the Warlock on turn 2.

--

Oh, and I know the WSG makes little difference to the results. They were only mentioned because it's what he chose to dump his fire into. He ignored my White Stars on turn 1, and the game ended ended before he could fire on my White Stars, but after he obliterated my WSG's. : /

To be honest, I thought the change to the White Stars would make me love the WSG more, but the effect isn't as great as I'd orginally hoped.

I'll try to get a full game, or more, this Thursday. I'll make sure to take notes enough to make a more detailed battle report.
 
Thanks.

I am guesing he made the TTT roll on both the Omegas and the Warlock?? Otherwise I think he should not have got shots at them due to IN sinks?

very unlucky - bad dodging as well? those WS's went down quick...........
 
Yea, he passed every TTT roll. My dodges were below average, but not terrible, though I rolled very well on my CBD. He did focus all of the missiles from his Hermes, as well as the beams from both Omegas, and both the beam and the missiles from the Warlock on my WSG's though. So I really can't complain much. They did soak up fire from 2 battles, a war and 7 patrols. Neither died on turn one, just ended up with one having 4 damage left, and the other only taking about 3. If the one that got crippled hadn't suffered the SA loss it would've turned out a bit better. But, as I said, I can't really complain too much. They did eat a lotta fire. lol
 
And you didn't get to the Whitestar glory turns after you pass beyond the main guns, all those blue stars will do a lot of damage once they get in back.

Ripple
 
Ripple said:
And you didn't get to the Whitestar glory turns after you pass beyond the main guns, all those blue stars will do a lot of damage once they get in back.

Ripple

I got shots off with 2 White Stars at an Omega, but the other 2 didn't get a chance to shoot, and the Blue Stars I positioned behind his Hermes didn't get to go either. I'll be pressing for a rematch on Thursday. I like fighting EA with ISA as a test because of their strong fighter defense/offense, which is our weakness, and because I feel they are a well balanced fleet.
 
perhaps need to fill out the ISA fleet more at certain levels. i have the enfali statted up at raid. kind of a tougher teslan without stealth. theres also a morshin variant i have done from b5 rpg ships book.
 
Enfalli Patrol Cruiser Raid

In the aftermath of the Shadow War and the Earth Civil War, the Anla’Shok found themselves struggling to maintain the peace fostered by the Interstellar Alliance. The death of many experienced crewmembers and officers during those two struggles had given many junior officers the chance to rise into positions faster than they would have done otherwise.
For these junior officers and crews, a vessel to suit their needs and abilities was required. The solution was a training vessel that had been decommissioned by the warrior caste over eighty years earlier. The Shoquran design had never seen front-line combat, save some infrequent incidents in the Minbari Protectorate where it spent the bulk of its time. It had a modest amount of weaponry, and was designed to operate with around eighty crew members, however due to being a training vessel had no use for a jump drive and therefore does not carry one. The Shoquran was reclassified as the Enfalli-class patrol cruiser, and placed on loan to the Anla’Shok. The Enfalli may not have anywhere near the prestige of a White Star, but it does its work without fuss and at less than a third of the cost to produce a new White Star.

Speed: 10
Turns: 2/45o
Hull: 5
Damage: 38/8
Crew: 40/8
Troops: 2
Craft: Shial Flight
Special Rules: Advanced Anti-Fighter 1, Agile, Atmospheric, Flight Computer
In Service: 2263+

Weapon Range Arc AD Special
Neutron Laser 20 F 2 Beam, Double Damage, Precise
Fusion Cannon 18 F 6 Mini-Beam
Fusion Cannon 18 F 6 Mini-Beam
Fusion Cannon 18 F 6 Mini-Beam
 
Shurani Anla’Shok-class Carrier Battle
Built from donated Morshin carriers from the Minbari the Shurani is the primary delivery system for scores of Ranger fighters, literally pouring dozens of fighters from its spiralling hangar access tubes in seconds. The ship itself is well armed serving as a mobile base of operations and a fleet command coordinator as the swarms of fighters whirl around it. While not quite as offensive as the ship it was based on the Shurani still packs quite a punch compared to the carriers of most other races,

Speed: 8 Damage: 38/12 Craft: 6 Shial flights, 4 White Star fighter flights*
Turn: 1/45o Crew: 36/12 Special Rules: Advanced Anti-Fighter 4, Advanced
Jump Engine, Carrier 4, Command +1,
Fleet Carrier, Flight Computer,
Lumbering, Stealth 5+
Hull: 4 Troops: 4 In Service: 2215+

Weapon Range Arc AD Special
Fusion Cannon 18 F 6 Mini-Beam
Fusion Cannon 18 A 4 Mini-Beam
Fusion Cannon 18 P 4 Mini-Beam
Fusion Cannon 18 S 4 Mini-Beam
*If this ship is used before the 2270 in service date of WS fighters then it carries 10 Shial flights
 
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