katadder said:
yes I would. the narn have alot more secondaries than earth force and thats their style.
I would up the damage/crew to around 65/70.
I would increase the light pulse to standard on g'quans and above so all have some range 10 secondaries.
and I may consider slow loading e-mines.
but just because an omega has 6AD why should the narn? next thing we will have the EA players wanting as many secondaries as the narn and an e-mine too. hell why not make the EA and narn the same so no one can complain. I have no problem with my narn as they are, yes they should be tougher but I am not going to complain about the firepower. try being abbai with 8" guns (and only around the same number of TL AD as the g'quan on the lakara), and a beam with half the range of the narns one.
I'm not suggesting that the Narn are the weakest fleet in Acta, the Abbai have severe problems even going up against Raiders... not quite sure how they made it through playtesting to be honest...? But even so, the Narn are far and away the weakest fleet of the "Big 4" and do need some attention.
One funny thing that I noticed, if you take a 1e G'Quan (with ship breakers, in 2 banks of 6, a ship which was generally thought underpowered) and play it directly against the 2e G'Quan (which was supposedly upgraded) using 2e rules, it wins over 75% of the time... this suggests the G'Quan has been substantially made worse by the changes it took in 2e. Weak weapons don't matter against hull 6, and a 1 shot AP emine with 6 dice is no substitute for 2 banks of slow loading 1e shipbreakers.
I'd say give the 2e G'Quan an extra 2" on it's pulse secondaries and swap the number of dice of pulse and light ion cannon over, a 5 dice beam (still leaving it 5 dice behind an Omega alltogether...) and 4 dice of slow loading e-mines along with damage 60 and crew 75 would still differentiate it from the Omega without overgunning it.
The Omega has the oft forgotten 4 dice Aft beam, which is a much better deterrant than the Narn rear firepower against jump points opening up behind the Omega, or ships sitting in it's aft arc, along with 4 *good* fighters to help it out against being flanked, which Frazi's just can't do. Combined with the fact that it's combination of hull 6 and 3 interceptors make a complete nonsense of the Narn secondaries, I think it a vastly superior ship to the G'Quan in just about every department.
I'm still in favour of changing the Mag Gun to a non-beam weapon (as much as a replacement for shipbreakers as anything else, to be honest). Drop the slow loading and halve the attack dice on the above stats if you think they're that OTT, but I prefer them as SL with more AD, personally. I think that it gives them more character than just another beam weapon added to the list (and I'm *still* not completely sold on 2e beam rules, especially after the Dilgar Tourney we had the other day. My beam rolls won me the first game, and lost me the second to the extent that there was nothing much me or my opponents could have done to change the way the games played out. I vastly prefer Buger's adaption, to be honest)
I like the Bin'Tak/G'Tal 1 dice interceptors idea (as they're command ships), and dropping the command on the G'Vrahn, and gaining +1 on the Bin'Tak's bonus. I'd also think that giving the Ka'Tan a 2 dice pulsar mine at range 20 instead of 2 dice of TD/OS/E-mine would make it more of an "Escort Destroyer" to my way of thinking.
I think that the Rongoth/Rothan and G'Sten also really need a bit of a tweak, to be honest... none of them are effective choices at their priority level. The Rongoth/Rothan either need *some* all round firepower, or 2 turns. The G'Sten needs more guns or slightly downgunning and shifting back to skirmish level.
Just my 20p worth.