Aesir/Vanir, TRO3085
Because the Clans lack Sub Capital Cannons and Lasers (pre 3090) they have real problems developing Pocket WarShips. Inner Sphere PWSs have their origin in needing to kill Clan WarShips. Though missile armed ships were initially effective, time has seen a number of countermeasures adopted that severely reduce the effectiveness of Capital Missiles.
The Aesir class represents a totally different way of handling the problem. When Clan Ghost Bear designed the Aesir they had the most powerful WarShips in the universe. They did not need PWSs to kill ships. Their requirements were for an escort ship to defend their logistical lines from low level attacks and shield their WarShips from nuclear attacks. As such the Aesir class doesn’t even pretend to be a ship killer. Instead it is nearly unique as an AAA platform.
The basic concept of the Aesir is to establish a bubble of layered defence where it and its Star mates dominate. The outer layer is a sensor bubble. A NCSS provides an extended sensor range and superior Command and Control facilities than are available to most ships. In practical terms for most games this means an Initiative Roll bonus.
The next layer is a Trinary of aerospace fighters. These establish a physical barrier between an enemy and whatever is being defended. Additionally the Aesir operate a number of Small Craft and marines for boarding operations, minimising the exposure of the DropShip in a picket role. A large cargo bay exists to supply all of this aerospace capability.
The third layer is the DropShip itself. At longer ranges a battery of Piranha missiles are able to provide distant fire support. Unfortunately these are a little lacking in reach, preventing true stand off capability, though they do have extended magazines to allow more speculative and bearing shots. Closer in an array of ER lasers, pulse lasers, ATMs and HAGs offer solid weapons able to cover most defensive formations. Finally a WarShip scale AMS battery makes it very difficult to either hit the Aesir with a nuclear weapon or hit a target the Aesir is defending.
The derivative Vanir class abandons the Aerospace fighters in favour of more Piranhas and a Sting Ray battery. This is a truly powerful AAA platform able to take on a wing of heavy fighters by itself. The is more impressive than it sounds because the lack of an organic blocking force means that the Vanir is vulnerable to being swarmed and targeted along vulnerable arcs unless another blocking force is available.
So how does one use this class of ships? As a class, both the Aesir and Vanir love friends, indeed the fluff suggests they work together in pairs. In this situation their weaknesses as spheroid hulls are minimised because one can always cover the other’s weak arcs. Additionally it is likely that they would be deployed with smaller DropShips like Noruffs or Broadswords which can assist the aerospace fighters in a blocking role. Neither ship has truly great reach, and performs best about 25 hexes away from the centre of the main battle. This isn’t that hard given their reasonable thrust rating. Their spheroid hulls and use of missiles mean that they are not the best anti ship platforms. However their size and firepower means that they are still capable of brutalising most DropShips.
It is worth noting that the fluff has Vanir deployed alongside the Ghost Bear battleships. It is easy to imagine these ships sticking close to the big WarShips where the combined defensive firepower would be terrifying.
How does one defeat an Aesir? Simply by going after it. An Aesir is at its most dangerous if it is allowed to sit behind a defensive line and provide fire support. Despite its heavy armour an Aesir is surprisingly easy to kill if a few turns of fire can be maintained against a single arc. This demands something that can penetrate the shielding units. Hard hitting ships like Interdictors and Taihous have proved effective in this role. This is more difficult with more “authentic” Aesir stars, but a game with a full star starts to push the limits of an easily manageable game. If anyone ever plays a game with a Leviathan II using Vanirs let us know.
In summary Aesirs and Vanirs look big and scary, but their hull form and weapons mean they are not the ship killers their size suggests. What their size does buy them is a balanced hull with specialisation towards AAA and working as part of a formation. The more you push them in this direction the more effective they are. Take them out of their comfort zone and treat them as lone wolves and they suffer badly.