Uomoz's Corvus.
Auria: Hadron Accelerator in the Large Universal, Cain in the 360deg turret, Mass Drivers, Railguns, Double Flak Cannons, Light Dual Machine Guns, no missiles; Expanded Magazines and Integrated Targeting Unit
Titan: Cains in the larges, Double Flak Cannons in the mediums, Railguns in the smalls, no missiles; Expanded Magazines, Integrated Targeting Unit, whatever else you want (I like to buff the shield)
Draken wing x2
Stigma wing x2
Iguana wing x2
77 FP, so you've got another 23 to play with. Should probably field a couple of cruisers. (I'm rolling with a single Mercury [13 FP, puts my fleet at 90] for now, though I'm thinking of swapping for either a pair of Eventides [Piranhas in the Large Missile turns 'em into giant flying shotguns], or maybe something entirely different.)
Player should control the Auria. It's a bit more fragile than the Titan (at least, my Auria is more fragile than my Titan, because of all the shield hull mods I've stacked onto the latter); you can try manually controlling the Titan (triple-Caining is truly impressive), but I find that the AI is abysmal with the Hadron Accelerator in the Auria's Large Universal hardpoint, so you might want to replace that if you do swap control.
At the start of the flight, field the Auria and both Draken wings, plus an Iguana. If you can, float the Titan as well, or the rest of your fighters. Put a capture order on the closest three points immediately (you can risk for the fourth, but if you're trying a no-loss, it's better to just play things safe), reinforce with whatever else you feel like (I usually go Stigmas, then the Titan if it's not already fielded, and then my Mercury). This is key and crucial, since you'll be able to choke and control the influx of Hegemony forces if you hold the points. Hold the points. Afterwards, you may wish to order your Drakens to retreat if you're trying for a no-loss fight. Drakens are fast, but fragile. Still, as long as they don't try to take on an Onslaught, they should be okay.
Roll deep with your Auria, but use your guns' range to your advantage - your Cain should be on auto, and should be making easy meat of anything smaller than a cruiser (especially with fighter support). Point the front of your ship at anything you really want dead - Mass Drivers on auto should be lashing out plenty of punishment, and if it's really necessary, the Hadron Accelerator (under manual control) will make pretty much everything else suffer every 20-to-30 seconds.
Onslaughts like to get all up in your grill (especially since they've now got Burn Drives), so use your range to make them bleed for every meter. If you can, land Hadron strikes on shields - 9750 kinetic damage translates to 19500 damage on a shield strike, before accounting for shield efficiency - which Onslaughts don't have; they take 1 flux for every point of damage. Onslaughts only have 18k flux cap, so a single shield strike with a Hadron round will put them into overload, which gives you time to press the attack, or pull back and vent. Speaking of vent, watch your flux cap - the Auria's shield isn't anything to write home about, and a lot of your flux cap gets spent on your guns.
The Titan should be taking care of itself, no need to set a carrier rally point. Three Cains hurt (a tri-linked Cain barrage probably does more hurt, or at least more hurt per second, than the Hadron Accelerator; they certainly have more endurance, since a Cain fields something like 150 rounds, whereas the Hadron Accelerator only comes with 22, and that's after Expanded Magazines has been applied), the DFCs ([strike]Delicious Flat Chests[/strike] Double Flak Cannons) can take on any missile barrage the Hegemony can lob, and the Railguns in concert wipe out fighters and frigates like they're not even a thing.
Whatever else you're fielding should be chasing down and mopping up, or providing fire support; generally, staying out of your Auria's Hadron Accelerator's line of fire.
-- Griffinhart