Centauri 5 Point Raid ideas?

Which Fleet?

  • Fleet 1 sounds tough...

    Votes: 0 0.0%
  • Fleet 2, outmanuever and play to your strengths!

    Votes: 0 0.0%
  • Fleet 3 Don't mess with wussy patrol choices!

    Votes: 0 0.0%
  • They all suck, here's what I think...

    Votes: 0 0.0%

  • Total voters
    0
  • Poll closed .

Scimitar

Mongoose
I'm going up against my wife who got some highly effective tactics for her Narns from the Forum so I thought I'd take a stab.

Last I heard, she was planning on taking a G'Quan with suitible escorts.

I have 3 concepts:

1) Primus/Tetrius and a Dargan with 3 Vorchans & a Maximus. The Tetrius would pin the bad guys (anyone shooting at me is a bad guy) while the Maximus and fighters from the Dargan took care of Frazis. Vorchans and Dargan do an end run and come up a rear flank.

2) A Centurion Prefect, 2 Dargans, 2 Vorchans, a Corvan, a Rutarian replacement wing, an additional Rutarian wing. This gives a better shot at set up & first turn initiative, plus she may be distracted into spending a lot of effort to kill the Corvan as she hates them. Prefect is a door stop for G'Quan while Dargans dance one way and Vorchans another. Rutarians are quite nasty in anti-ship and could score some key criticals.I think this would be too vulnerable to e-mines though.

3) 2 Prefects, a Dargan, 2 Vorchans and a Vorchar, and a Maximus. Vorchar helps initiative, Max & Sentris take down Frazis while prefects play tough guys, rest of the fleet tries to smash the formation from a flank.

What do ya think?
 
I like:

1 Primus
1 Sulust
2 Vorchans
3 Corvans

This differs significantly from the 2 Primus 3 Corvan fleet because the Vorchans let you pretend you are doing something other than shooting half-way across the board with overpowered "lasers". :roll:
 
How's this:

Option 5: the Centauris realize they are a weak, immoral race who don't have the guts to fight their own wars and go home without firing a shot. :twisted:

Ok, ok....maybe not!

(Translation...for those who do not know this, I _am_ his wife. Heh, heh.)
 
I would say against Narns scouts are probably not worth it. (they tend to be quite fragile relying on stealth for survival to an extent and get emined to pieces alarmingly fast). Firstly Id say DEFINITELY take a Primus, as it will allow you to return fire very effectively at long range while you close. Dont bother much with fighters as needless to say they arent much use against any Narn player who knows what he/she is doing ;)

I dont have the ship lists to hand but Id suggest you build the rest of your fleet around ships that engage best at 'medium range' (about 12"-18") Idealy you want to close to the point where you can savage the Narn fleet with all your guns but still be out of range of their secondary weapons (of which they generally have obscene numbers).
 
3) 2 Prefects, a Dargan, 2 Vorchans and a Vorchar, and a Maximus. Vorchar helps initiative, Max & Sentris take down Frazis while prefects play tough guys, rest of the fleet tries to smash the formation from a flank.

How does the Vorchar really help with initiative? The whole scout thing only applies to the initial set up and the first turn so after that it is kinda useless for those purposes. Better to take something with more firepower.

I dont have the ship lists to hand
*cough* click on the links below... :)
 
It's a REALLY broken list, but try going with 5 Sulust. :twisted:

Then again, you are playing against your wife and that could get messy......

One Primus and 6 Vorchan would be a nice list and would pretty much mimic what we've seen in the show. The Primus can sit back and pound a ship a turn out of existence while the Vorchan harry thier flanks and take our her smaller ships.
 
I think the point you are making with these proposed fleets are to use a bit lesser known and interesting comination. I don't quite agree with some of them. I would adjust fleets one and three. I think fleet two is an interesting wrinkle but it could blow chunks against Narn. ROtarians are good but you know she's going to bring e-mines so fighters should be trailing your ships ready to move into dogfight positions. going sentri on them should be enough against their frazis. Against anybody else taking loads of rotarians would probably pay off. I love them as bombers probably the best in the game. Otherwise they'll be blown to ash.

I think people are underestimating the prefects they are primus lights without interceptors. Plus they have the secondary punch that the Primus lack. Personally I would be afraid of that combo thats the same battle laser combo with good matter canon punch. I would get rid of the vorchar, PRefect's should be all firing all the way until enemies get close anyway. Use prefects as the base, use a darkner or something similar or take another vorchan. Then concentrate fire on a single ship from long range (it could the G'Quan or a really nasty escort. 8 AD b laser re-rolled will hurt him bad. Confuse them with a flank and then coup degrace by bringing in the hammer. I think you can work it as long as you start crippling ships from long. Don't commit the vorchan until you get some good hits and make sure they have choose you or the vorchan. You might even get all fire with the vorchan's which is sweet.

First fleet I like if its a regular primus its still good but the plasma cannons should be used only once you turn someone into dust and have him disarrayed then you can rip him apart so it could work out. Stil its a good one. I like what you are trying. Giving up the interceptor will hurt if he gets close thats what saves you at close range.

My brother and I played a 4 battle point game and we had some similar choices he took a G'Quan and Varnic. I'll post it.

Scimitar said:
I'm going up against my wife who got some highly effective tactics for her Narns from the Forum so I thought I'd take a stab.

Last I heard, she was planning on taking a G'Quan with suitible escorts.

I have 3 concepts:

1) Primus/Tetrius and a Dargan with 3 Vorchans & a Maximus. The Tetrius would pin the bad guys (anyone shooting at me is a bad guy) while the Maximus and fighters from the Dargan took care of Frazis. Vorchans and Dargan do an end run and come up a rear flank.

2) A Centurion Prefect, 2 Dargans, 2 Vorchans, a Corvan, a Rutarian replacement wing, an additional Rutarian wing. This gives a better shot at set up & first turn initiative, plus she may be distracted into spending a lot of effort to kill the Corvan as she hates them. Prefect is a door stop for G'Quan while Dargans dance one way and Vorchans another. Rutarians are quite nasty in anti-ship and could score some key criticals.I think this would be too vulnerable to e-mines though.

3) 2 Prefects, a Dargan, 2 Vorchans and a Vorchar, and a Maximus. Vorchar helps initiative, Max & Sentris take down Frazis while prefects play tough guys, rest of the fleet tries to smash the formation from a flank.

What do ya think?
 
Your choice of ships is sound, but consider the opposition (Narn - Kathy - Shrew). Taking fighters with an Emine opponent is a bit of a waste, so with this in mind I would suggest the following Centauri Fleet:

1 x Primus - Tertius (Screw the fighters gimme the guns baby)
2 x Altarian - Elutarian (Use the long range ballistic torps against Eminers)
2 x Maximus (Close escort for the Altarian's - Manoeuvre to Shield)

Give it a go and if it doesn't work well you can always blame me. 8)
 
I like the ideas guys!

I do have to say that the e-mines have not been a factor yet against scouts. Even a Corvan subjected to a G'Quan bombardment nowadays should take a beating. 6AD vs hull 4 = 2 hits, 1/3 are bulkhead and no criticals so 1.33 damage per launcher per turn. It would take both launchers 3 salvoes to cripple 1 Corvan. That's 5 turns of dedicated fire while everyone else stays the h#%% away from the Corvan :!:
Against fighters with reduced hulls we're talking moth in a napalm attack!:shock:
I also like having initiative on set up, especially now that narn formations are really nasty. I want to be able to exploit or stack on any early vulnerability. Plus shoot first (if I can get into range on 1st turn) is attractive too.

This is definitely getting ideas going though! I hope she still talks to me after the next game :twisted:
 
Nice one i was thinking about that. ELutarian will be nasty, and every 2 turns you keep them alive is more pain on the enemy. Just have to keep them alive. Sounds like a sound plan. Also gives good fighter cover from frazis.

Digger said:
Your choice of ships is sound, but consider the opposition (Narn - Kathy - Shrew). Taking fighters with an Emine opponent is a bit of a waste, so with this in mind I would suggest the following Centauri Fleet:

1 x Primus - Tertius (Screw the fighters gimme the guns baby)
2 x Altarian - Elutarian (Use the long range ballistic torps against Eminers)
2 x Maximus (Close escort for the Altarian's - Manoeuvre to Shield)

Give it a go and if it doesn't work well you can always blame me. 8)
 
I am thinking its the re-rolls _1 does help a little so it will improve his chance of getting intiative to use scout to re-roll.

Obsidian said:
3) 2 Prefects, a Dargan, 2 Vorchans and a Vorchar, and a Maximus. Vorchar helps initiative, Max & Sentris take down Frazis while prefects play tough guys, rest of the fleet tries to smash the formation from a flank.

How does the Vorchar really help with initiative? The whole scout thing only applies to the initial set up and the first turn so after that it is kinda useless for those purposes. Better to take something with more firepower.

I dont have the ship lists to hand
*cough* click on the links below... :)
 
I think the narn emines got a little nerfed with the "weak damage"...I would have prefered to it simply have been unable to cause critical damage (treat 6's as 5's) that way only 1/6 are bulkheads. oh well.

Chern
 
Chernobyl said:
I think the narn emines got a little nerfed with the "weak damage"...I would have prefered to it simply have been unable to cause critical damage (treat 6's as 5's) that way only 1/6 are bulkheads. oh well.

Chern

I prefer reducing the criticals it can do so vital systems cannot be hit. Failing that, giving it back only 1/6 bulkheads would help a lot.
 
Tredrick said:
Chernobyl said:
I think the narn emines got a little nerfed with the "weak damage"...I would have prefered to it simply have been unable to cause critical damage (treat 6's as 5's) that way only 1/6 are bulkheads. oh well.

Chern

I prefer reducing the criticals it can do so vital systems cannot be hit. Failing that, giving it back only 1/6 bulkheads would help a lot.

Agreed. My wife's DagKar was only a threat b/c she took 2 batteries of shipbreakers. E-mines did nothing in this game, except kill 2 fighter flights (1 Razik) and in prior game G'Karith e-mines failed to damage a Corvan in 2 salvoes.
 
Agreed. My wife's DagKar was only a threat b/c she took 2 batteries of shipbreakers. E-mines did nothing in this game, except kill 2 fighter flights (1 Razik) and in prior game G'Karith e-mines failed to damage a Corvan in 2 salvoes.

What I've found interesting about this whole discussion is my sudden realization that by taking one of the optional E-mine types, you really don't lose much vs. normal E-mines. Thanks to Short Charge, you can fire reduced range (20") and Reduced AD(half) E-mines that are quite capable of wiping out fighter flights. Once you get in range, you flip over to Ship Breakers and blow great big holes in the oppossing ship.
 
Unless you have lots of E-mines you really should be going after targets to weaken or anti fighter work. The ship breaker shortcharging thing makes a lot of sense. The optional rules makes them useful but lots of raw e-mine shelps too. Most people don't realize E-mines usually require people to spread out a little past 6 inches because its 3 inches all around. This includes fighter and ships. E-mines go up in value when you hit multiple ships with the same e-mine burst (really sucks let me tell you). What does this mean unless you like having a dagkar's 16 e-mines hitting two ships simultaneously you are forced to spread and this can be a disadvantage for some races. You can't just concentrate beam weapons willy nilly when spread so far out on one target. Also you can't support cap ships with fighters which in carrier battles I have found useful. One might say they don't seem to do a lot damage so why be afraid of them. As one person referred earlier about crap dice this is what e-mines are as well. The weaker the hull the more vulnerable you are so skirmish and patrol choices need ot be wary. I've seen 16 E-mines hit as much as half fairly regularly on Hull 5 with above average rolls obviously. Yeah you have bulkheads but doing this twice will still suck. So even though its not an uber weapon it certainly can be used to a tacitcal advantage. I just wanted to point it out.
 
I wonder, are you using the new rules? As of SFoS, normal E-mines can not cause criticals. So the most a 16 AD volley can of is 16 points of damage/crew. If I'm a smaller ship I might want to spread out. But for the big boys this isn't much of a problem.
 
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