centauri but newbie...

Joe_Dracos said:
Da Boss said:
Alot of people swear by the Centurion (I dont use it myself)

Yes I know a guy who is addicted to this vessel. I personally would use other ships for my raid level choices. Its going to have to be a personal decision.

I have a lot of time for centurions. It's rare that I field a Centauri fleet without one.

The have decent speed, and manuverability, and damage. And a decent amount of up front punch. Also the fact it has three frontal weapon systems can make it useful against stealthly opponants, as you have more chances of at least one or two weapons getting a lock.

And pity the skirmish level ship that gets caught in front of it. 16 DD dice is hard to brush off.
 
Banichi said:
Joe_Dracos said:
Da Boss said:
Alot of people swear by the Centurion (I dont use it myself)

Yes I know a guy who is addicted to this vessel. I personally would use other ships for my raid level choices. Its going to have to be a personal decision.

I have a lot of time for centurions. It's rare that I field a Centauri fleet without one.

The have decent speed, and manuverability, and damage. And a decent amount of up front punch. Also the fact it has three frontal weapon systems can make it useful against stealthly opponants, as you have more chances of at least one or two weapons getting a lock.

Wait...that's not how stealth works. You don't roll per weapon. You just roll once for your entire salvo. :(
 
Da Boss said:
maybe, maybe, - the 18" range on its beam is a killer for a war level ship - every time I use it it is useless by the time it gets near enough to fire. in a battle level game 2 Primus (squadroned) are more effective I have found. Together they have double the beam firepower and nearly as much normal conventional guns, plus as usual two ships are harder to take down/ crit out of the game than one. In a war level game I'd take an Adira over an Octurion (or more likely 2 Primus, 2 Liati).

Hmm. Interesting points. I would have to agree that buying the Octurion at Battle/war/Arm PLs would be a difficult choice. You do have better choices when playing battle level games (Buying up at this PL is almost universally a bad idea). At war it is definately more benificial to by an Adira and then buy down to shore up your numbers. Armageddon level ships are almost always better then the war level ships at the war level game. (of course I wouldn't know this, thank you very much WARlock campaign.... grrr....Grrrr....GRRRR). :shock: Don't type everything you think.

Okay I'm back.

I don't really judge a ships worth by how many smaller ones you can get for one big one (I think its a poor way to judge a ship). I prefer to use it on the table and let the results speak for themselves. I have yet to see a game were the Octurion has done poorly. (we typically play 5pt war so we can play with all our toys :wink: ). It will either be ignored and then rampage around the rest of our fleets or be eliminated before it gets into range... which means we're not shooting at everybody else and the rest of the centauri fleet.

We played one game where their was a squadron of 1 octurion, 2 secundus, 2 maximus. I was Brakiri and my opponent was Narn. On turn two the narn used the Ka'Bin'Taks E-mine to destoy the Maximus (or badly damage) and scratch the Octurion. 3 G'quans and the Ka'Bin'Tak destroyed the Octurion (while the narn flanking forces were eliminated peicemeal). My ships were almost completely ignored and the next turn I put my Corumia's beams into the Ka'Bin'Tak (dropping it by half, admittedly it was a good hit) while my Avoiki's raped the nearest g'quan. He tried to bring the Ka'Bin'Tak and one G'quan around, but my Haltana's made that essentially futile. With my beams recharged after his attempt to turn about failed he gave up. Essentially that one Octurion can be accredited with Victory (the Centauri were leaving me be while I took the narn battlefleet apart but were set up in my flank).
 
ubersnug said:
Da Boss said:
Foxmeister said:
One day, you're going to want an Adira - I'd get it now if I were you!Regards,
Dave

There is a much much better version of the Adira than the official one. :wink:
que?

explain!

considering i just paid 50 dollars for one...

If you want to know more...

http://i94.photobucket.com/albums/l104/urobach81/Projekte/Valerius/ValeriusClassRoyalBattleship003.jpg

http://i94.photobucket.com/albums/l104/urobach81/Projekte/Valerius/ValeriusClassRoyalBattleship006.jpg

http://i94.photobucket.com/albums/l104/urobach81/Projekte/Valerius/ValeriusClassRoyalBattleship002.jpg
 
Joe_Dracos said:
Da Boss said:
maybe, maybe, - the 18" range on its beam is a killer for a war level ship - every time I use it it is useless by the time it gets near enough to fire. in a battle level game 2 Primus (squadroned) are more effective I have found. Together they have double the beam firepower and nearly as much normal conventional guns, plus as usual two ships are harder to take down/ crit out of the game than one. In a war level game I'd take an Adira over an Octurion (or more likely 2 Primus, 2 Liati).

Hmm. Interesting points. I would have to agree that buying the Octurion at Battle/war/Arm PLs would be a difficult choice. You do have better choices when playing battle level games (Buying up at this PL is almost universally a bad idea). At war it is definately more benificial to by an Adira and then buy down to shore up your numbers. Armageddon level ships are almost always better then the war level ships at the war level game. (of course I wouldn't know this, thank you very much WARlock campaign.... grrr....Grrrr....GRRRR). :shock: Don't type everything you think.

Okay I'm back.

I don't really judge a ships worth by how many smaller ones you can get for one big one (I think its a poor way to judge a ship). I prefer to use it on the table and let the results speak for themselves. I have yet to see a game were the Octurion has done poorly. (we typically play 5pt war so we can play with all our toys :wink: ). It will either be ignored and then rampage around the rest of our fleets or be eliminated before it gets into range... which means we're not shooting at everybody else and the rest of the centauri fleet.

We played one game where their was a squadron of 1 octurion, 2 secundus, 2 maximus. I was Brakiri and my opponent was Narn. On turn two the narn used the Ka'Bin'Taks E-mine to destoy the Maximus (or badly damage) and scratch the Octurion. 3 G'quans and the Ka'Bin'Tak destroyed the Octurion (while the narn flanking forces were eliminated peicemeal). My ships were almost completely ignored and the next turn I put my Corumia's beams into the Ka'Bin'Tak (dropping it by half, admittedly it was a good hit) while my Avoiki's raped the nearest g'quan. He tried to bring the Ka'Bin'Tak and one G'quan around, but my Haltana's made that essentially futile. With my beams recharged after his attempt to turn about failed he gave up. Essentially that one Octurion can be accredited with Victory (the Centauri were leaving me be while I took the narn battlefleet apart but were set up in my flank).

Interesting - I did wonder if you were more used to playing big fights with big ships. It may not help that most of the times I have used the Octurion I was facing Minbari and consequently horribly outranged. Sharlin vs Octurion is a bit one sided :) :shock:

I always find it amazing and intriguing how different games clubs play - we play alot of fast hard hitting squadrons but quick games - usually maxed at 5pt Battle due to time constraints. We use CBD an awful lot - other groups hardly at all.
 
Try it with the new (optional but pretty much manditory) beam rules... they tend to balance the minbari quite a bit (no more 2 AD beams killing my warlocks! :D)
 
Also the redundancies... that pretty much means anything below raid will have a really hard time against the Octurion. Everything else has to beat the thing to death.
 
Oh, and don't close all blast doors with the Octurion once your in weapons range, instead max out your weapons arcs. If you cripple or destroy the enemy ship before it gets to shoot you will not have to use CBD. Especially if your opponent is using it too much.

On the other hand, if you use CBD and move the octurion first you have a real big juicy piece of bait that you can use to distract your enemy....

new idea for game night.... Corumia flavoured cheese
 
Joe_Dracos said:
Try it with the new (optional but pretty much manditory) beam rules... they tend to balance the minbari quite a bit (no more 2 AD beams killing my warlocks! :D)

Ah yes the optional beam rules are something I heartily recomend - however many of my group prefer them much more random.............they have pride of place in my House rules pdf :)

Redundancy - IMO as written in P+P its a little over the top - ingnroing crits per battle yes, per turn - no.

Have you tried 2 Primus squadroned rather than the one Octurion - you can do many of the same tricks but with extra fun options - like 12AD beam (and at base speed of 8 it gets there quicker!)
 
Ah yes the optional beam rules are something I heartily recomend - however many of my group prefer them much more random.............they have pride of place in my House rules pdf

where can I get those optional beam rules?

and keep chating about the centauri ships :D , I'm learning...
 
They are in Powers and Principalities

They are also in my House Rules compilation V 1

I can email you a a copy of my compilation if you like - pm and I'll fire it over:)
 
Joe_Dracos said:
Da Boss said:
true true - maybe he means splitting the f arc amongst three ships - 1 per ship?

I see, using the Centurion as an improvised scout.

Sorry, sorry, this is pretty much what I meant, forgive my lack of clerity :oops: It was late, after a busy day.
 
no problem, we figured it out.... eventually :oops:

We've been playing with the redundancy system with a number of fleets. Minbari, Shadow, Drazi, EA (all three), Brakiri, ISA, Dilgar, Narns and Centauri.

So far we have not seen a negative side effect for them. Ignoring 2 (for instance) crits per battle is rather pointless. We can use that up by turn 2 even without precise weapons and the reduced ability to crit larger ships makes crit'ing them much more satisfying (with the exception of the massively disappointing result of engines 1).

I think the Octurion is a good ship, its just stuck between two just as good options (adira or more smaller ships).
 
Joe_Dracos said:
We've been playing with the redundancy system with a number of fleets. Minbari, Shadow, Drazi, EA (all three), Brakiri, ISA, Dilgar, Narns and Centauri.

Since you've been using this with a large sample of fleets, I'd be interested to hear in more detail how this is working out for you. My initial gut feeling was that ignoring X number of crits per turn rather than per battle might be overpowered, but then again large ships do tend to suffer disproportionately than smaller crits due to the nature of the crit table.

In addition, the redundancy rules as written, do give an advantage to the poor old G'Quan since it is more likely to survive "in a operational state" and thus can take advantage of its new damage points level, which in my experience is largely pointless without redundancy.

Regards,

Dave
 
Joe_Dracos said:
no problem, we figured it out.... eventually :oops:

We've been playing with the redundancy system with a number of fleets. Minbari, Shadow, Drazi, EA (all three), Brakiri, ISA, Dilgar, Narns and Centauri.

So far we have not seen a negative side effect for them. Ignoring 2 (for instance) crits per battle is rather pointless. We can use that up by turn 2 even without precise weapons and the reduced ability to crit larger ships makes crit'ing them much more satisfying (with the exception of the massively disappointing result of engines 1).

I think the Octurion is a good ship, its just stuck between two just as good options (adira or more smaller ships).

most interesting - it seems we will have to try out the redundancy as written more 8)

Like I said the Octurions not a bad ship (but a 24" beam would make all the difference)
 
Da Boss said:
Like I said the Octurions not a bad ship (but a 24" beam would make all the difference)

Totally agree. Of course my opinion isn't at all influenced by my being a centauri player, no, no. :wink:

We have tried the redundancy rule nearly as written and liked it. The one change we made was that vital system crits couldn't be canceled by redundancy. This kind of feels right at a gut level, as we feel the vital system part of the table represents damage that is beyond the scope of redundancy systems to deal with. Otherwise we really like the rule.
 
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