These are my ranting/ravings on why the Minbari are not overpowered, and a few general recommendations on how to beat them. I stated this as a response in the “Anything but a 1 column, but decided when it hit 2 pages to post it as its own headings. I am not intending to open up the “Minbari are over powered discussion, but to start a discussion of what tactics work best for and Against Minbari after the Armageddon rules changes (which I think were just what was needed)
I principally play Minbari--especially since the Armageddon fixes and think the new stealth rules work very well. I have played five games in our league and am 3-1-1 (and 2-1 in pick up games).
With the new rules, it comes down to tactics and strategy. You still need to pick the ships most appropriate to the battle, and deploy and use them effectively.
In addition, don't forget tactics. The first game under the new rules I lost to a combination of bad play on my part, good play on my opponent, and bad dice. Of the three, the dice were the least important (although both of my Tinashis were dead in the water at the same turn). IN my first game I screwed up and charged ahead, willing to risk my two Tinashis to kill a Delphi--it worked but that turn, because I had moved in for the kill early, both of my Tinashis were gutted by Marathons--game over by round 4.
Minbari are the best fleet in the game in turns of concentrating on a single target and taking it out (well, except for the ancients...). Their ships are intended to cut apart ships one at time. If you, as an opponent, advance your fleet in a manner that allows the Minbari concentrate firepower (and I am not meaning just CAF, although I use it frequently) on a few of your ships, the Minbari will drop those ships quickly.
Although it goes for most races, against the Minbari especially, you need to hit their striking force--their power ships). To often (well not often enough for me...) I have seen opponents go after initiative sinks. Yes, there are some Minbari raid ships that pack a nasty sting, but rarely are they the heavy hitters (I will discuss the Tigara in a moment). Personally, my typical fleet is built around Ashinta's and Tinashis. IF you don't come to grips with the Tinashis (the killing power of my fleet), they will be able to cut you apart. What I mean is that you need to concentrate on taking out my Big Guns--usually Battle and War level ships. Don't ignore the initiative sinks, but realize they are there to COVER and SCREEN the Big Guns, not to kill you. If an opponent can drop the big guns, then the Minbari find themselves out gunned quickly (more about this below)
Minbari tend to play like Battle Cruisers, they pack tremendous punch, speed and maneuverability, but sacrifice protection. IF you can engage them, they go pop quickly—Hull 5 on a battle ship DOES make a huge difference, especially to beam weapons. If you can get past the stealth, they are hit more often than other races. The trick is getting past the stealth which can be done a variety of ways.
Under the new rules, by the time most ships can fire, you will be rolling against the base stealth score, usually a 4. Even odds before any of the special modifications come into effect. IF you can close to short range, even better. Remember that (except for the Tigara and the joke Torotha) you will not face any additional weaponry for closing with the Boneheads. All ahead full and close ASAP.
Fighters: Minbari have exceptional fighters and fight defenses, but they don't get many AD/units. This leaves you with 2 choices for your fighters: Capital ships support or overwhelming assault. Go for one or the other, not both. Either approach works, but you must do it intelligently, the point is efficiency--maximize your attack, but minimize my chance to retaliate. IF you are going o use you Fighter to drop stealth, never expose more than 1 a turn in the $” range of the MB AF effect—although you can use other fighter to assist the APtS action if they are within 6 of the intended ship—conveniently outside the AF range. So, put the sacrificial lambs where they will do some good—in an arc that already has a viable target in it. NEVER put a fighter in a position where the Minbari can shoot at it and not be sacrificing a chance to another ship. Their excellent AF weaponry is also their excellent Anti Ship Weaponry—which means you can make the Minbari player chose whether to hit a fighter that has already fired, or to fire at a capital ship. Although the Boneheads have excellent weapons, the relative scarcity of their AD means they have to prioritize. IF the Minbari fires at the fighter, that is less coming at the capital ships. This allows you capital ships better chance to hit. With Judicious use of fighters, this can be sustained for a long period. I recommend this approach if you do not have the type and numbers of fighters that can effectively drop capital ships—read league and most Centari fleets. Although even EA and Narn can use it if they don’t have the number of fighters required to maul a ship (see below).
If you are going to use you fighters to maul a ship, you must establish air superiority—clear the Minbari fighter screen. This can be done mostly by relying on numbers. However, realize that any fighter within 4” of me is likely going to die thanks to their excellent AF weaponry—So like above, only do this from an arc where the Minbo player has to decide to shoot at a capital ship or a fighter. Once you have cleared the fighters—attack. But attack with over whelming force—the best defense against the Minbari Fusion cannons is to inflict enough damage or crits that the ship won’t be able to return fire. This works best if you can bring enough fighters to nearly fill the fighters weapons range around the Minbari ship. Remember, even if you are not ignoring stealth by being within 1” of the ship. The fighters still roll against Stealth base –1; if you want added security, use 1 fighter to reduce stealth. Minbari ships are generally (after you get past the stealth easier to hit). If you don’t have the numbers to drop the sip in 1 turn from fighters alone—keep the fighters in Arcs already aimed at a capital ship—Once more, the point is to maximize you ability to hit the Boneheads and limit their ability to hit you. Don’t try this strategy with any fighter with the weak trait—you sacrifice your biggest advantage—the Bonehead’s lower hull score.
The Tigara—the Anti Minbari Ship. The Tigara has a fearsome reputation—and well deserved. However, realize it is a very risky ship for the Minbari player to use. It sacrifices the 3 of the Minbari advantages to deliver a great deal of punch in 36o degrees. Its heavy weapons have significantly less range than other Minbari weapons and ARE interceptable. Moreover, to use those weapons, the Tigara must close to within 8”—and lose 1 from its stealth. The Tigara can be used effectively, but it won’t survive long once it pulls into range—Hull 5, Stealth 4 (3 effective), and only 24 Hull leave it relatively easy to kill.
What I like most about Minbari is their weapons: they are incredibly efficient. Let's be honest, they have the best general weapons in the game (by that I mean the weapon systems most likely to do the most damage per AD). They are efficient Killers. But they are balanced in that they have fewer AD than most comparable ships. They make upon fro this by being much more likely to inflict damage per dice. Use this against them—Make the Minbari player chose—force them make the decision—shoot at fighters or capital ships. Do what ever you can to keep all ships in one arc or when the time comes to open up—at least 2 ships in each arc—lets ships and Aux craft cover each other.
The key to Beating the Minbari is to choose ships that compliment each other well and are not prone to the Minbari strengths—i.e. don’t rely on interceptors—higher hull is your best choice. You will need scouts. Most Scouts die quickly--keep them covered/out of range until you need them). Most Scouts have stealth—so use it—keep them over 20" to get the +1. The Minbari can loose to either numbers or big guns—but chose a fleet that maximizes your advantages and minimizes your weaknesses.
IF you play a fleet based on the number of ships—fine, just don’t dilute it. IF you play a fleet based on Powerful big ships, fine, but same thing. The worst mistake you can make is a fleet the tries to do both. I am not saying don’t use initiative sinks, but realize they are exactly that—expendable ships meant to buy time for the heavy hitters to get into range/position.
Like all matches, the point is to bring as much firepower to bear on the Minbari player, while limiting your own exposure to his excellent, but relatively few AD, weapons.
I hope people find this useful. I don’t think the Minbari are overpowered, but I do think they require much more care (both for and against) than most other fleets.
I principally play Minbari--especially since the Armageddon fixes and think the new stealth rules work very well. I have played five games in our league and am 3-1-1 (and 2-1 in pick up games).
With the new rules, it comes down to tactics and strategy. You still need to pick the ships most appropriate to the battle, and deploy and use them effectively.
In addition, don't forget tactics. The first game under the new rules I lost to a combination of bad play on my part, good play on my opponent, and bad dice. Of the three, the dice were the least important (although both of my Tinashis were dead in the water at the same turn). IN my first game I screwed up and charged ahead, willing to risk my two Tinashis to kill a Delphi--it worked but that turn, because I had moved in for the kill early, both of my Tinashis were gutted by Marathons--game over by round 4.
Minbari are the best fleet in the game in turns of concentrating on a single target and taking it out (well, except for the ancients...). Their ships are intended to cut apart ships one at time. If you, as an opponent, advance your fleet in a manner that allows the Minbari concentrate firepower (and I am not meaning just CAF, although I use it frequently) on a few of your ships, the Minbari will drop those ships quickly.
Although it goes for most races, against the Minbari especially, you need to hit their striking force--their power ships). To often (well not often enough for me...) I have seen opponents go after initiative sinks. Yes, there are some Minbari raid ships that pack a nasty sting, but rarely are they the heavy hitters (I will discuss the Tigara in a moment). Personally, my typical fleet is built around Ashinta's and Tinashis. IF you don't come to grips with the Tinashis (the killing power of my fleet), they will be able to cut you apart. What I mean is that you need to concentrate on taking out my Big Guns--usually Battle and War level ships. Don't ignore the initiative sinks, but realize they are there to COVER and SCREEN the Big Guns, not to kill you. If an opponent can drop the big guns, then the Minbari find themselves out gunned quickly (more about this below)
Minbari tend to play like Battle Cruisers, they pack tremendous punch, speed and maneuverability, but sacrifice protection. IF you can engage them, they go pop quickly—Hull 5 on a battle ship DOES make a huge difference, especially to beam weapons. If you can get past the stealth, they are hit more often than other races. The trick is getting past the stealth which can be done a variety of ways.
Under the new rules, by the time most ships can fire, you will be rolling against the base stealth score, usually a 4. Even odds before any of the special modifications come into effect. IF you can close to short range, even better. Remember that (except for the Tigara and the joke Torotha) you will not face any additional weaponry for closing with the Boneheads. All ahead full and close ASAP.
Fighters: Minbari have exceptional fighters and fight defenses, but they don't get many AD/units. This leaves you with 2 choices for your fighters: Capital ships support or overwhelming assault. Go for one or the other, not both. Either approach works, but you must do it intelligently, the point is efficiency--maximize your attack, but minimize my chance to retaliate. IF you are going o use you Fighter to drop stealth, never expose more than 1 a turn in the $” range of the MB AF effect—although you can use other fighter to assist the APtS action if they are within 6 of the intended ship—conveniently outside the AF range. So, put the sacrificial lambs where they will do some good—in an arc that already has a viable target in it. NEVER put a fighter in a position where the Minbari can shoot at it and not be sacrificing a chance to another ship. Their excellent AF weaponry is also their excellent Anti Ship Weaponry—which means you can make the Minbari player chose whether to hit a fighter that has already fired, or to fire at a capital ship. Although the Boneheads have excellent weapons, the relative scarcity of their AD means they have to prioritize. IF the Minbari fires at the fighter, that is less coming at the capital ships. This allows you capital ships better chance to hit. With Judicious use of fighters, this can be sustained for a long period. I recommend this approach if you do not have the type and numbers of fighters that can effectively drop capital ships—read league and most Centari fleets. Although even EA and Narn can use it if they don’t have the number of fighters required to maul a ship (see below).
If you are going to use you fighters to maul a ship, you must establish air superiority—clear the Minbari fighter screen. This can be done mostly by relying on numbers. However, realize that any fighter within 4” of me is likely going to die thanks to their excellent AF weaponry—So like above, only do this from an arc where the Minbo player has to decide to shoot at a capital ship or a fighter. Once you have cleared the fighters—attack. But attack with over whelming force—the best defense against the Minbari Fusion cannons is to inflict enough damage or crits that the ship won’t be able to return fire. This works best if you can bring enough fighters to nearly fill the fighters weapons range around the Minbari ship. Remember, even if you are not ignoring stealth by being within 1” of the ship. The fighters still roll against Stealth base –1; if you want added security, use 1 fighter to reduce stealth. Minbari ships are generally (after you get past the stealth easier to hit). If you don’t have the numbers to drop the sip in 1 turn from fighters alone—keep the fighters in Arcs already aimed at a capital ship—Once more, the point is to maximize you ability to hit the Boneheads and limit their ability to hit you. Don’t try this strategy with any fighter with the weak trait—you sacrifice your biggest advantage—the Bonehead’s lower hull score.
The Tigara—the Anti Minbari Ship. The Tigara has a fearsome reputation—and well deserved. However, realize it is a very risky ship for the Minbari player to use. It sacrifices the 3 of the Minbari advantages to deliver a great deal of punch in 36o degrees. Its heavy weapons have significantly less range than other Minbari weapons and ARE interceptable. Moreover, to use those weapons, the Tigara must close to within 8”—and lose 1 from its stealth. The Tigara can be used effectively, but it won’t survive long once it pulls into range—Hull 5, Stealth 4 (3 effective), and only 24 Hull leave it relatively easy to kill.
What I like most about Minbari is their weapons: they are incredibly efficient. Let's be honest, they have the best general weapons in the game (by that I mean the weapon systems most likely to do the most damage per AD). They are efficient Killers. But they are balanced in that they have fewer AD than most comparable ships. They make upon fro this by being much more likely to inflict damage per dice. Use this against them—Make the Minbari player chose—force them make the decision—shoot at fighters or capital ships. Do what ever you can to keep all ships in one arc or when the time comes to open up—at least 2 ships in each arc—lets ships and Aux craft cover each other.
The key to Beating the Minbari is to choose ships that compliment each other well and are not prone to the Minbari strengths—i.e. don’t rely on interceptors—higher hull is your best choice. You will need scouts. Most Scouts die quickly--keep them covered/out of range until you need them). Most Scouts have stealth—so use it—keep them over 20" to get the +1. The Minbari can loose to either numbers or big guns—but chose a fleet that maximizes your advantages and minimizes your weaknesses.
IF you play a fleet based on the number of ships—fine, just don’t dilute it. IF you play a fleet based on Powerful big ships, fine, but same thing. The worst mistake you can make is a fleet the tries to do both. I am not saying don’t use initiative sinks, but realize they are exactly that—expendable ships meant to buy time for the heavy hitters to get into range/position.
Like all matches, the point is to bring as much firepower to bear on the Minbari player, while limiting your own exposure to his excellent, but relatively few AD, weapons.
I hope people find this useful. I don’t think the Minbari are overpowered, but I do think they require much more care (both for and against) than most other fleets.