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 .
Yep I am, you can't get criticals, its just the irritatingly good rolling from my brother. I did it back tohim on some pulse guns in another game. Its just the way of the dice. E-mines used to be better at gutting a ship and my brother would get irritating criticals. But thats not that unusual. I went lots of times not getting criticals for a weapon set. Once I didn't get it the whole damn game of course it was smaller. Its fun when it happens but I don't rely on it I don't well enough. So I am counting it since my brother can't contually cripple me with crits from e-mines and has a greater chance of bulkheading, Yeah.

For one big ship I would agree with you but it really sucks getting hit by E-mines for two or more ships big or not and if you are not measuring to be sure you are 6 inches away my brother will find a way. hull 6 make sit hard but hull5 and down still viable. It won't kill them but it will give damage that otherwise you wouldn't have. A big ship will survive but it is still not nice especially since you might need that 4 after the heavy laser gets done with you.

Also smaller ships are the point, they generally need to move in groups to maximize weapon effectiveness and keep people from tag teaming one small ship. Yes you can pincer but pincering narn is often like pincering a line of Novas not the best of ideas. Narn's best strategy should make people fly reasonably alone into a wall of gun sights and spreading out hurts people trying to avoid this. Darkners would not like getting hit like this and Vorchan's forced to spread will definitely have an impact. Can a vorchan or demos group really afford to take 4 points of damage when they don't have that much damage points. Like I said it ain't unbalancing but i believe it can be a factor since its happened ot me. Its not fun getting hit and even if you are patient it will eventually be effective if you choose the right target. Unbalancing no, I am not complaining but the ideas brought up suggest regular e-mines are not that worth it. I just wanted to interject my experience with them. I regard them as a wear down or softener weapon and it no longer can really pound ships to dust unless you got swarms. But normal e-mines as they are can be effective in other ways than just damage and fighter swatting.

Optional ruels also giv emuch more flexibility especially with the limitations but there is still value in the old e-mines. Like I said I am a fanhead not Narn but I see them often. I am playing more SFOS games. i got to be play two against the Narn.

Obsidian said:
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.
 
Well a 16 point volley of damage is still nothing to sneeze at. Most ships in the game would be reduced to around half damage, and even the big ships in each fleet (Warlock, Bin'Tak, Octurion, Victory, etc.) would have to sit up and take notice at that point. If you have a pair of Dag'Kars you could do that every round, or do a 32 point volley every other round. Yes e-mines may have been weakened but they are still very formidable.
 
Odds of 16 points are very long now. Even hull 4, only 1/2 of shots are likely to hit and of those, 1/3 do no damage.
Too much cold medicine in system to do math right now, but odds of damage on one roll look to be1/2*2/3=2/6=1/3. Odds of all 16 hitting... Brain hurtz, family of actuaries, but I ain't one. Someone call a statistician quick. Suffice to say these would be long odds and damage would be follow by a turn of slow loading.
Moreover, that's a raid ship going all out against a hull 4 ship, effectively for 2 turns (slow load). Meanwhile the hull 5 & 6 ships with AP or twin link are gonna rip somebody up badly.
I think Obsidian's right. E-mines should be used as specialty (ship breaker) with short charge for clearing out fighters.
 
Definitely its 1/3rd of 16 points its like 5.28 what have you. so between 5 and 6 yeah not super great much close to 5. The point is not E-mines being great certainly stuff like Ship breaker is attractive but they change the dynamic. E-mine sstill are useful for their purpose and from experience I still will spread out carefully. I dont spread out lots for the big boys but smaller or when escorting bigger ships you have to spread and that can affect things.
Three Haven or Darkner would not be having a very good deal if 2 or all of them got hit by e-mines simultaneously slow loading or no slow loading thats 5 to 6 damage average each.


Scimitar said:
Odds of 16 points are very long now. Even hull 4, only 1/2 of shots are likely to hit and of those, 1/3 do no damage.
Too much cold medicine in system to do math right now, but odds of damage on one roll look to be1/2*2/3=2/6=1/3. Odds of all 16 hitting... Brain hurtz, family of actuaries, but I ain't one. Someone call a statistician quick. Suffice to say these would be long odds and damage would be follow by a turn of slow loading.
Moreover, that's a raid ship going all out against a hull 4 ship, effectively for 2 turns (slow load). Meanwhile the hull 5 & 6 ships with AP or twin link are gonna rip somebody up badly.
I think Obsidian's right. E-mines should be used as specialty (ship breaker) with short charge for clearing out fighters.
 
16 AD x 50% hull 4 x 2/3 non bulkhead = 5.33 average damage, every other turn...definately not as strong as it used to be...

24 AD x 50% hull 4 x 5/6 non bulkhead = 10 average damage, every other turn, including 2 critical hits. Almost should be classed as skirmish if its not already.

odds of max damage, now?

16 AD at 50% with 2/3 chance of damage...
16 hits is like flipping heads 16 straight times... 0.0015%
rolling a 3+ 16 times in a row... 0.1522%

very very small....
i'd wager money it'll be a while before he does that again...

Chern
 
He rolled well but he didn't roll to get 16 hits I believe my post he would get 8 hits. I just saying its still not something you should just totally ignore it can weaken things a bit. Dagkar unfortunately is still raid (fortunately for me). I am well aware they toned the dag'kar down. Still i don't think its useless and still the advanced options are to be considered but not necessarily taken indefinitely. Just my opinion.

Chernobyl said:
16 AD x 50% hull 4 x 2/3 non bulkhead = 5.33 average damage, every other turn...definately not as strong as it used to be...

24 AD x 50% hull 4 x 5/6 non bulkhead = 10 average damage, every other turn, including 2 critical hits. Almost should be classed as skirmish if its not already.

odds of max damage, now?

16 AD at 50% with 2/3 chance of damage...
16 hits is like flipping heads 16 straight times... 0.0015%
rolling a 3+ 16 times in a row... 0.1522%

very very small....
i'd wager money it'll be a while before he does that again...

Chern
 
In that case run the odds on 8AD, from firing half the e-mines each turn. Honestly it's the better way to use those, fire half each turn for a regular barrage that (hopefully) can wear down the enemy force.
 
In some cases slow loading can be nice...slow loading weapons tend to be more powerful since they only fire every other turn...in a game where maneuver is important, you might not get a shot every turn, because of arcs, or terrain, or whatever. so you can kind of store up damage potential while you're maneuvering for the next shot.

Chern
 
I completely agree a tactic might be to have the dagkar fire and then plan to run. The e-mine are flexible enough that arcs aren't that much of a problem so you can start your turn shoot a spread then turn while your escorting skirmish and raid ships move in to do their thing. You could move so that you stay between 20 or 30 inches and hopefully stay out of the guns ranges. might be an interesting idea.

Definitely works for the brakiri witht heir slow loading grav beams.

Of course the splitting tactics works because you can keep the opponent completely in fear of e-mines blowing their fighters away. To be honest though you only really need 4 dice max for any one fighter group.

Chernobyl said:
In some cases slow loading can be nice...slow loading weapons tend to be more powerful since they only fire every other turn...in a game where maneuver is important, you might not get a shot every turn, because of arcs, or terrain, or whatever. so you can kind of store up damage potential while you're maneuvering for the next shot.

Chern
 
Well, in the Dag'kar's case, it would be difficult to pull off due to its utter lack of speed. I was speaking in the more general case. There are many races and many ships that have slow-loading - the brakiri definately qualify, as would the drazi.

Chern
 
True, bigge rproblem its lack of turning and you really can't do high speed passes with e-mine but perhaps there are things cna be done with long range. I think an all around better platform would be the G'Quan's all the options of E-mines complimented by big guns jus tin generalnot for hit and run. I definitely agree with you about the drazi as well. Brakiri need this tactic to stay in the fight, Haltona aren't too bad used this way. boy do those gravbeams hurt.
Chernobyl said:
Well, in the Dag'kar's case, it would be difficult to pull off due to its utter lack of speed. I was speaking in the more general case. There are many races and many ships that have slow-loading - the brakiri definately qualify, as would the drazi.

Chern
 
Howarth said:
Centauri 5 Point Raid ideas?

Yes take Minbari :)

Very constructive monsiuer Howarth...


Anyway
Per Battle report in another thread the Tetrius is looking better and better. Maybe Tetrius, Dargan, Alterian/Elutarian, a Maximus & a Vorchan?
Use the Tetrius to move straight in. Elutarian hangs back & bombards, Max, Vorchan & Dargan come in on weak side?

I think I may have a cunning plan...
 
That does sound like a good plan. I had a similar role for the tertius. Although I figured my enemy would eventually come to me. That plasma cannon really helps give ships closing in on you a rude awakening. That sounds like a good plan to me. the addition of the dragan gives more balance ot the flanking group. basically he can be hit from long range from 3 points and he doesn't really want to close with 2 of the 3 groups.
Scimitar said:
Howarth said:
Centauri 5 Point Raid ideas?

Yes take Minbari :)

Very constructive monsiuer Howarth...


Anyway
Per Battle report in another thread the Tetrius is looking better and better. Maybe Tetrius, Dargan, Alterian/Elutarian, a Maximus & a Vorchan?
Use the Tetrius to move straight in. Elutarian hangs back & bombards, Max, Vorchan & Dargan come in on weak side?

I think I may have a cunning plan...
 
i quite like your elutarian idea and may borrow it! :D

the tertius is a great ship, really solves the problem of lack of secondary guns on the primus

what makes you choose a dargan over a centurion though?
 
emperorpenguin said:
i quite like your elutarian idea and may borrow it! :D

the tertius is a great ship, really solves the problem of lack of secondary guns on the primus

what makes you choose a dargan over a centurion though?

I hate to not have some fighters to go after the Frazis

The Prefect was my next choice and I may go that way.
 
Yeah I figured thats why you did it. pretty darn close otherwise but yeah I take dargans because of their extra fighters. if you don't need fighters no real reason not to take a prefect, one has a hard time saying no to those extra battle laser dice and armor. Tough suckers really.

This set up rocks melds together some of the other centauri strategies and uses a host of roles that different ships can use. I always liked the Elutarian, ballistic torpedos hehe.
Scimitar said:
emperorpenguin said:
i quite like your elutarian idea and may borrow it! :D

the tertius is a great ship, really solves the problem of lack of secondary guns on the primus

what makes you choose a dargan over a centurion though?

I hate to not have some fighters to go after the Frazis

The Prefect was my next choice and I may go that way.
 
Scimitar said:
emperorpenguin said:
i quite like your elutarian idea and may borrow it! :D

the tertius is a great ship, really solves the problem of lack of secondary guns on the primus

what makes you choose a dargan over a centurion though?

I hate to not have some fighters to go after the Frazis

The Prefect was my next choice and I may go that way.


the prefect has impressed me, but sometimes the extra maneuvrability of the centurion is worth it

on the subject of ballistic torps, what do you make of the demos?
 
From your words I assume you won this one. I hope your wife did well too but it sounds like the start of a nice rivalry between you too. Will we see another narn tactics thread. :lol:
Scimitar said:
Howarth said:
Centauri 5 Point Raid ideas?

Yes take Minbari :)

Very constructive monsiuer Howarth...


Anyway
Per Battle report in another thread the Tetrius is looking better and better. Maybe Tetrius, Dargan, Alterian/Elutarian, a Maximus & a Vorchan?
Use the Tetrius to move straight in. Elutarian hangs back & bombards, Max, Vorchan & Dargan come in on weak side?

I think I may have a cunning plan...
 
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