Much apologies for the quality of the images, this is the battle as I recall it but Greg may wish to correct any errors.
We used the following new rules: -
Narn CBD, revised G’Vrahn, G’Tal, Demos, Centauri Wolf Pack, Small Ship squadrons,
Centauri Fleet
1pt – Primus
2nd Pt – Liati
3rd Pt – Balvarin, 2 Demos
4th pt – Sullust, Demos, Kutai, 2 Haven
5th Pt – Elutarian, Maximus, Vorchan
Narn
1+2pt G’Vrahn,
3pt G’Tal
4pt Var’nic, 2 Thentus
5pt Varnic, Sho’Kar, 4 Sho’Kov
Setup (if you can see – sorry) was basically two lines facing each other – the Centauri wolf pack consisting of a Primus, 3 Demos and a Maximus flanked by a Elutarian whilst the remainder of the fleet prepared to dodge and weave through the asteroids
Turn 1
The Wolf Pack cruised forwards whilst much of the rest of the fleet on the right flank held back and launched fighters. Most ships in both fleets on CBD.
Turn 2
The Centuri won initiative and the huge squadron closed into torpedo range, The Elutarian and Demos fired at the leading Thentis which shrugged of most of the damage due to CBD. The Narn replied, badly damaging two Demos with beams and emines (* first problem with Wolf Pack rules).
On the other flank, Kutai and 2 Havens exchanged shots with 2 Sho’Kor, the Sullust and lead Var’ Nic exchanged ineffective LR fire with both being on CBD. Liati and Vorchan hang back.
Turn 3
Narn win Initiative as the Wolf pack closes to close range (for the Centauri) as 2 Sko’Kar move well behind the Centauri wolf pack and are ignored. The G’Vrahn opens up with it last effective turn and vaporises one Demos and damages others. The Wolf Pack Demos hammer back – destroying a Thentis and lightly damaging the G’Vrahn and G’Tal (and its annoying Command bonus) before the Primus fires – 7 hits with beam – 5 Criticals !! The G’Vrahn is sent adrift (3 times!) and is effectively out of the main fight.
On the flank, the Liati moves up and is quickly targeted by a Var’nic – in the exchange of fire the Centauri commander fires the Liati beam into space and damages the Var’Nic and one Sho’Kar ( IIRC it too about 8 damage and saved 7!) The Var’Nic damages the Liati and cripples its accompanying Haven.
Turn 4
The G’Vrahn moves forward helplessly but still commands respect with its F arc beam and emines ensuring that the Laiti and its haven power away on All Power to Engines well out of arc. The wolf pack close around the damaged war ship and prepare to accept punishment form the G’Tal and Thentus in order to kill the big ship.
The Vorchan leaps around the dust cloud and is promptly confronted by two Var’Nic who are swarmed by Centauri fighters including 2 Rutarian. Firing sees the G’Vrahn finished off in exchange for 1 Demos and minor damage to the Maximus (which loses escort!) The somewhat surprised looking Vorchan is annihilated in short order by the full firepower of two Var’Nic, both Narn destroyers take minor damage from the Sullust and fighters. The Scout engages the Carrier whose huge bulk soaks up the damage with ease.
Turn 5
The surviving Wolf Pack manoeuvre to finish the G’Tal and Thentis whilst the Liati sweeps around behind the Narn Command to finish the encirclement. The Primus gets a 6,6 hit on the G’Tal (embarrassing) and the game is effectively over as the last Demos dies under Narn fire. The Var’Nics try to come back round but are high and dry and harassed by fighters which begins to wear them down.
Turn 6
The last Thentis vanishes under the fire of the Primus side but not before inflicting punishing damage with its beam leaving it near crippled as the two Sho’kar keep trying to pick at it. The Elutarian tries to hurt the little annoyances but to no effect and the Sullust tries the same again to little effect. One badly battered Var’nic (unable to boresight) is killed by fighters, kutai, and Liati and the last limps forward. The Carrier and Scout exchange shots – the huge mass of the carrier being far to daunting!
Turn 7
Under fire from the side arc of the Primus, the full front of the Elutarian and the Sullust – both Sho’Kar finally die as does the surviving Var’Nic form the same combination as before and we called it.
Thoughts:
Wolf Pack – my reasoning for the slightly odd make up of this was to have a Damage sink for the Demos – to be honest it did not work for me in this battle for several reasons – the bore sight beams meant could not re-directed and the emines hit an area. (*)Although there is a rules problem that it the RAW appears to read that you could direct all the emine damage onto the hull 6 CBD Primus- I would suggest that this is corrected so it can’t – we played it could not). It tied up a lot of ships for In sinks but does mean a potentially stupid amount of firepower is available – probably too much. I thought about using A Dargan / Corvan but against Emines I thought this foolish . As discussed the rules on stealth and dodge in a Wolf pack need urgent clarifying. I do not think the Centauri need this (leave big squadrons to the Dilgar)
I would much prefer my " Damn the engines and bring us about"” for the Line of Battle ships and it has had some good support – mainly cos it is such a small enhancement to a fleet that is already getting a good new ship – unlike many other fleets……….
Small Ships – seems fair enough – but the wording needs tying up on what happens when ships go adrift etc. I made a stupid error in squadroning one Haven with the Liati rather than two together as Greg did and hence lost a whole In sink which was a problem in the early game.
Narn CBD - Try and kill Sho’Kars, go on try !! it makes them nearly unkilliable even with damage multiplier weapons – luckily I could ignore them as I did not have Bore sight guns and they were fairly ineffective as ships. But I worry about fleets like Earth trying to hurt them. Does it help Narn big ships – hmm a bit on the first turn or two maybe but not really…….IMHO but Not a Narn player. Also not if they have two guns.
The revised G’Vrahn was ok, the loss of interceptors was retrieved by good fighter intercepts but they were lost soon as my Centauri fighters closed in to dogfight – Raziks with a Balvarin bonus – no contest. It suffered a horrible crit – but I was still worried about its F arc firepower making me move the ships to avoid it and hence have no firing for a turn. The G’Tal was good – mainly for the Command bonus but an extra 1AD beam might have helped it cause more damage to fit its size. The damage boost makes it quite hefty but its poor damage output potential means it can be ignored until more dangerous ships are killed or moved out of position. The revised Demos seemed more fair but still good enough to use. No idea if the Vorchan would have been better as my only one was vaporised before it could contribute.
We used the following new rules: -
Narn CBD, revised G’Vrahn, G’Tal, Demos, Centauri Wolf Pack, Small Ship squadrons,
Centauri Fleet
1pt – Primus
2nd Pt – Liati
3rd Pt – Balvarin, 2 Demos
4th pt – Sullust, Demos, Kutai, 2 Haven
5th Pt – Elutarian, Maximus, Vorchan
Narn
1+2pt G’Vrahn,
3pt G’Tal
4pt Var’nic, 2 Thentus
5pt Varnic, Sho’Kar, 4 Sho’Kov
Setup (if you can see – sorry) was basically two lines facing each other – the Centauri wolf pack consisting of a Primus, 3 Demos and a Maximus flanked by a Elutarian whilst the remainder of the fleet prepared to dodge and weave through the asteroids

Turn 1
The Wolf Pack cruised forwards whilst much of the rest of the fleet on the right flank held back and launched fighters. Most ships in both fleets on CBD.
Turn 2
The Centuri won initiative and the huge squadron closed into torpedo range, The Elutarian and Demos fired at the leading Thentis which shrugged of most of the damage due to CBD. The Narn replied, badly damaging two Demos with beams and emines (* first problem with Wolf Pack rules).
On the other flank, Kutai and 2 Havens exchanged shots with 2 Sho’Kor, the Sullust and lead Var’ Nic exchanged ineffective LR fire with both being on CBD. Liati and Vorchan hang back.
Turn 3
Narn win Initiative as the Wolf pack closes to close range (for the Centauri) as 2 Sko’Kar move well behind the Centauri wolf pack and are ignored. The G’Vrahn opens up with it last effective turn and vaporises one Demos and damages others. The Wolf Pack Demos hammer back – destroying a Thentis and lightly damaging the G’Vrahn and G’Tal (and its annoying Command bonus) before the Primus fires – 7 hits with beam – 5 Criticals !! The G’Vrahn is sent adrift (3 times!) and is effectively out of the main fight.
On the flank, the Liati moves up and is quickly targeted by a Var’nic – in the exchange of fire the Centauri commander fires the Liati beam into space and damages the Var’Nic and one Sho’Kar ( IIRC it too about 8 damage and saved 7!) The Var’Nic damages the Liati and cripples its accompanying Haven.


Turn 4
The G’Vrahn moves forward helplessly but still commands respect with its F arc beam and emines ensuring that the Laiti and its haven power away on All Power to Engines well out of arc. The wolf pack close around the damaged war ship and prepare to accept punishment form the G’Tal and Thentus in order to kill the big ship.
The Vorchan leaps around the dust cloud and is promptly confronted by two Var’Nic who are swarmed by Centauri fighters including 2 Rutarian. Firing sees the G’Vrahn finished off in exchange for 1 Demos and minor damage to the Maximus (which loses escort!) The somewhat surprised looking Vorchan is annihilated in short order by the full firepower of two Var’Nic, both Narn destroyers take minor damage from the Sullust and fighters. The Scout engages the Carrier whose huge bulk soaks up the damage with ease.
Turn 5
The surviving Wolf Pack manoeuvre to finish the G’Tal and Thentis whilst the Liati sweeps around behind the Narn Command to finish the encirclement. The Primus gets a 6,6 hit on the G’Tal (embarrassing) and the game is effectively over as the last Demos dies under Narn fire. The Var’Nics try to come back round but are high and dry and harassed by fighters which begins to wear them down.
Turn 6
The last Thentis vanishes under the fire of the Primus side but not before inflicting punishing damage with its beam leaving it near crippled as the two Sho’kar keep trying to pick at it. The Elutarian tries to hurt the little annoyances but to no effect and the Sullust tries the same again to little effect. One badly battered Var’nic (unable to boresight) is killed by fighters, kutai, and Liati and the last limps forward. The Carrier and Scout exchange shots – the huge mass of the carrier being far to daunting!
Turn 7
Under fire from the side arc of the Primus, the full front of the Elutarian and the Sullust – both Sho’Kar finally die as does the surviving Var’Nic form the same combination as before and we called it.

Thoughts:
Wolf Pack – my reasoning for the slightly odd make up of this was to have a Damage sink for the Demos – to be honest it did not work for me in this battle for several reasons – the bore sight beams meant could not re-directed and the emines hit an area. (*)Although there is a rules problem that it the RAW appears to read that you could direct all the emine damage onto the hull 6 CBD Primus- I would suggest that this is corrected so it can’t – we played it could not). It tied up a lot of ships for In sinks but does mean a potentially stupid amount of firepower is available – probably too much. I thought about using A Dargan / Corvan but against Emines I thought this foolish . As discussed the rules on stealth and dodge in a Wolf pack need urgent clarifying. I do not think the Centauri need this (leave big squadrons to the Dilgar)
I would much prefer my " Damn the engines and bring us about"” for the Line of Battle ships and it has had some good support – mainly cos it is such a small enhancement to a fleet that is already getting a good new ship – unlike many other fleets……….
Small Ships – seems fair enough – but the wording needs tying up on what happens when ships go adrift etc. I made a stupid error in squadroning one Haven with the Liati rather than two together as Greg did and hence lost a whole In sink which was a problem in the early game.
Narn CBD - Try and kill Sho’Kars, go on try !! it makes them nearly unkilliable even with damage multiplier weapons – luckily I could ignore them as I did not have Bore sight guns and they were fairly ineffective as ships. But I worry about fleets like Earth trying to hurt them. Does it help Narn big ships – hmm a bit on the first turn or two maybe but not really…….IMHO but Not a Narn player. Also not if they have two guns.
The revised G’Vrahn was ok, the loss of interceptors was retrieved by good fighter intercepts but they were lost soon as my Centauri fighters closed in to dogfight – Raziks with a Balvarin bonus – no contest. It suffered a horrible crit – but I was still worried about its F arc firepower making me move the ships to avoid it and hence have no firing for a turn. The G’Tal was good – mainly for the Command bonus but an extra 1AD beam might have helped it cause more damage to fit its size. The damage boost makes it quite hefty but its poor damage output potential means it can be ignored until more dangerous ships are killed or moved out of position. The revised Demos seemed more fair but still good enough to use. No idea if the Vorchan would have been better as my only one was vaporised before it could contribute.