2E Emines

It no longer has ship breaker mines.

6 shots triple AD is fine but it's only AP and it's a one shot weapon. That's not a trade of for two banks of 6 that could fire one bank every turn and when in range fire ship breakers. Yes triple damage is nice but it's not a decent trade off for the loss of ship breakers when in range and 6 emines a turn.
 
the only time ive seen ship breakers used on a G'Quann, and i wasnt that impressed cus of the 10" range.
if narn are becuming so knife-fighty i think the new E-mines will fill a vital role
 
zulu01 said:
...But unless there is something I am missing, a one-shot, 6 dice ap triple dammage mine which can't do criticals, and one additional attack dice for the primary beam seems marginal.

The 6AD, AP, Triple Damage is like a 1e JP bomb with added AP and a bigger area. I can certainly see why they cannot cause criticals (and every fleet that takes on the Narns in 2e will be breathing a huge sigh of relief).

Basically I see them working as softening up weapons, designed to kill light escorts and break up formations before the fleets engage (See Long Twilight Struggle where G'Stens fleet of G'Quans take on the Shadows). The Dag'Kar's Slow-loading tube(s) will likely make this ship a high priority target. And a 4AD beam on the G'Quan is the same as the 1e Omega. And that was a pretty good Beam system.
 
Take the new beam rules into account;you should get more hits with your 4 AD now

Best point so far!

Under the old rules, on a hull 6 target you'd get (on average) 2 hits.
Under the new rules, you should get (on average) 4 hits. Twice the fun!!!!

Plus emines are no longer the 'fighter killer' of choice, they are actually capable of doing serious harm to capital ships (just ask my poor Marathon, damn Narn!!!)

They may require a little more finesse to use to their full potential now, but they are capable of ripping the guts out of an enemy fleet if used right.

Using a Dag'Kar/G'Quan combo (and providing the stats havn't changed from the playtest version).
Dag'Kar - 6 dice AP Trip Dam
G'Quan - 8 dice AP Trip Dam

Pick something squishy in the enemy fleet, say a nice Hyperion.
Half the emines hit (Hull 5 reduced to 4).
Total 7 hits, at triple damage.
Even with a couple of bulkheads you've nearly crippled it.
Given that you have area effect too, you could pull the same stunt on 2 or 3 other ships at the same time.

And, if you're worried about hull 4 initiative sinks...worry no more...bye bye Hermes!
 
It'll be interesting to see a dag'kar fleet open up.

yes, I know they'll get butchered whilst they try and reload - I just want to see the alpha strike of nukes going off en masse.


Alternatively, if anyone has the old B5wars sheets....the Dag'Ka'Ka'Ka....


Essentially, The G'Quan's mines are no longer its primary weapon - fighter clearance is now the duty of the pulsar mine-armed frigates (who can actually survive despite weaker hulls thanks to the beam changes) and light fighters. 4 dice of laser fire and a shedload of secondary batteries are there to take on capital ships, and the inevitable Narn tanking power - boosted by the softening of criticals, which makes pure hit points a more attractive form of defence - means it's probably fiarly effective.
 
The Hobbybox said:
Take the new beam rules into account;you should get more hits with your 4 AD now

Best point so far!

Under the old rules, on a hull 6 target you'd get (on average) 2 hits.
Under the new rules, you should get (on average) 4 hits. Twice the fun!!!!
But against hull 4 or 5, you were better off with the old Beam rules (assuming same ADs).
 
Burger said:
The Hobbybox said:
Take the new beam rules into account;you should get more hits with your 4 AD now

Best point so far!

Under the old rules, on a hull 6 target you'd get (on average) 2 hits.
Under the new rules, you should get (on average) 4 hits. Twice the fun!!!!
But against hull 4 or 5, you were better off with the old Beam rules (assuming same ADs).

Only on your initial dice rolls surely? The persistent 4 is a boon firing against any ship
 
Lorcan Nagle said:
Burger said:
The Hobbybox said:
Best point so far!

Under the old rules, on a hull 6 target you'd get (on average) 2 hits.
Under the new rules, you should get (on average) 4 hits. Twice the fun!!!!
But against hull 4 or 5, you were better off with the old Beam rules (assuming same ADs).

Only on your initial dice rolls surely? The persistent 4 is a boon firing against any ship
Nope, I'm talking average total hits. Yes you're more likely to get the 4th hit because you're still rolling on 4's... but you're less likely to get the first, and without the first, there is no 2nd or 3rd or 4th.

This only applies to SAP beams, of course ;)
 
MustEatBrains said:
locarno24 said:
Alternatively, if anyone has the old B5wars sheets....the Dag'Ka'Ka'Ka....

The Dakkadakka class??? :shock:

The Narn Dag'Gah'Gah'Gah'Ga Missile Cruiser (B5 Wars) - Rumoured to be named after the choked comments of the first centauri captain to get a weapons scan of the thing.

It was basically a Dag'Kar packing 20 Energy Mine launchers and 40 Ion Torpedo launchers. (yes, really!)

It had the following special rules....
SPECIAL NOTES
Not a Real Ship

It also had the following "DISCLAIMER"
This is only a test. The designers of this ship, in voluntary cooperation with the FCC and other authorities, have developed this system to see if you are really paying attention. This ship cannot be used in tournaments or any scenario that is reasonably sane. Attempting to use it in anything official will result in severe sociological penalties. This concludes this test of the emergency control sheet system.

It was in the same category as the EA Poseidonova Superdreadnought. (In Service: Never; Point Value: Massive)
 
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