Rawwar said:Just curious. How did your opponent get T Bolts in an ISA fleet?
Cos our ISA player insists he can't take alternative fighters.
We just started a campaign and he took several wings worth for his starting fleet.
Rawwar said:Just curious. How did your opponent get T Bolts in an ISA fleet?
Cos our ISA player insists he can't take alternative fighters.
tschuma said:Rawwar said:Just curious. How did your opponent get T Bolts in an ISA fleet?
Cos our ISA player insists he can't take alternative fighters.
We just started a campaign and he took several wings worth for his starting fleet.
skavendan said:tschuma said:Rawwar said:Just curious. How did your opponent get T Bolts in an ISA fleet?
Cos our ISA player insists he can't take alternative fighters.
We just started a campaign and he took several wings worth for his starting fleet.
He can legaly purchase them
"Thunderbolt Starfury Flight Patrol (Wing of Four Flights)"
tschuma said:"However, because my group now uses Burger's beam rules (1-2 = Miss, 3-5 = 1 hit, 6 = 3 hits) we've found the whole beam dynamic much more balanced; even the Thentus, while still very effective, isn't over blowing its own FAP level."
Sorry LBH but you are mistaken - the average number of hits is the same but the variance is much reduced (although not as much as the obvious - "get one automatic hit" would do!). It also has the side effect of reducing the odds of getting zero hits (currently for a White Star 0.25 but with Burger's method it's 0.11).lastbesthope said:tschuma said:"However, because my group now uses Burger's beam rules (1-2 = Miss, 3-5 = 1 hit, 6 = 3 hits) we've found the whole beam dynamic much more balanced; even the Thentus, while still very effective, isn't over blowing its own FAP level."
IF (And I'm not sure I trust them completely) I've run my numbers correctly, Burger's system effectively halfs the average number of hits from a Beam weapon and prevents more than 3 hits per BEam AD. The halfing the number of hits could be done by halfing the number of dice instead and still using the rules as written I think, although that would leave the potential for an extreme number of hits.
LBH
tschuma said:"However, because my group now uses Burger's beam rules (1-2 = Miss, 3-5 = 1 hit, 6 = 3 hits) we've found the whole beam dynamic much more balanced; even the Thentus, while still very effective, isn't over blowing its own FAP level."
How is the beam system working out? Are you also comparing hits with this system to what is in the rules to determine the difference?
tschuma
Rawwar said:I can't even kill Bluestars with one E Mine (triple damage ones included), when I'm looking for that follow up fire to pour more heat on them it's just not there. Then there's the fact that once the E Mines are gone you're wide open and the fact that when the ISA get in amongst your fleet you get that sinking feeling of 'game over.' I wouldn't have any expectations of beating the ISA in a 5 point Raid game and that just sucks
katadder said:Narn maybe do need something, 10" pulse weapons would be a favourite of mine as the TL weapons already got upgraded from weak this edition to previous. Would also increase the damage of the big ships like g'quans and bin'tak.
Foxmeister said:katadder said:Narn maybe do need something, 10" pulse weapons would be a favourite of mine as the TL weapons already got upgraded from weak this edition to previous. Would also increase the damage of the big ships like g'quans and bin'tak.
The beam on the G'Quan should be forward arc, since on-screen it is clearly not a boresight weapon. If a Whitestar gets F arc so as to better "simulate" its on-screen performance even though they are never seen firing off boresight, the G'Quan (which is seen firing at an angle) should definitely get F arc. It wouldn't even need downgrading in AD, since it is already 2 dice down (and 1 aft beam!) on an Omega and as I understand the logic, boresight beams were supposed to have more AD than F arc.
I also really don't like the OS e-mine (or any OS weapons for that matter) - it renders the G'Quan rather superfluous compared to a G'Lan which has the mag gun as a decent usable secondary (well, often primary due to boresight!), and the reduced range is often not an issue since many fleets can close from 30" to 18" rather quickly.
At present though, given a choice between spending a Battle FAP on a single G'Quan (and it's variants) or a Var'Nic and a Dar'Kar, for in-game performance I'd take the latter over the former any day of the week. However, since the Narn Heavy Cruiser hull is so iconic, I really want to take the G'Quan.
Although I don't expect any of these suggestions to get anywhere, I really hope that P&P sees the Narn get a little lovin'!
Regards,
Dave
Darzoni said:He takes the tough ships with lots of AD in multiple arcs, and then moves them across the table as fast as he can make them go... and cuts the opposing fleet apart with massed firepower.
madpax said:In B5Wars, the mag gun was a terrible weapon. One shot was able to cut a primus in two. It was like a nuclear bomb, no?
Why has it been translated as a beam, I wonder?
And one not terribly efficient (one AD???).
I would have seen it as a mini-beam (to avoid interceptor use vs it), big AD, with DD or TD.
Marc