Energy Mine Clarifications "Armagedon Style"

The varient mines use the attributes that they are loaded with. So Ship breaker turns it into, Double Damage, Slow loading, and is no longer has the energy mine trait (So it can not explode 3" radius), It range also drops to 10" as the energy cant be kept stable for long..
Only ones not affexting range are the ionic/wide burst.
 
Majeh is right (woops) Ship Breaker mines are Slow Loading, even on Advanced energy Mine Launchers, says so in the text that they gain Double Damage, Slow-Loading, Super AP (SFOS P. 83)

But none of the other variants would get SL so far as I can make out.

LBH
 
lastbesthope said:
Majeh is right (woops) Ship Breaker mines are Slow Loading, even on Advanced energy Mine Launchers, says so in the text that they gain Double Damage, Slow-Loading, Super AP (SFOS P. 83)

But none of the other variants would get SL so far as I can make out.

LBH

Have to say, having looked at Armageddon today, Advanced e-mines are pretty much a step sideways, oooh they fire every rond, um, yeah, so for some reason, they now only have one tube, same effect, except, you only have one mine tyoe, with two tubes you could have two types, now I'm told ship breakers will still be slow loading. I'm sorry, i find that all pretty crap to be honest. Once more Armageddon kicks me in the groin, £15 well not spent I feel.
 
Techniqly each launcher can fire 2 types. They can fire the one that is ocnfigured for them, and the short charge.
 
There is no long range energy mine. Rules say that you must pick a config. Simply having the energy mine trait isnt enough.
Ionic/Wide burst allow you to fire your full distance
Shipbreaker range is 10"
and Short Charge is 20"
 
I was referring to the advanced E-mines equipped on the Ka'Bin'Tak and the G'Vrahn...which have a range of 45"

Chern
 
Majeh said:
Techniqly each launcher can fire 2 types. They can fire the one that is ocnfigured for them, and the short charge.

the KaBinTak and G'Vrahn only have 1 launcher, so they cannot mix and match. A standard G'Quan could have one tube of ion mines, one tube of ship breakers, and the option of short charge. The new "advanced" design, means you choose one type, and short charge. it's not a good plan.
 
Basically the Advanced Emine launcher is a step backwards.

All of you know the Turbo weapons upgrade. Gain DD and halve AD. Effect same damage less crit effects :S

Same goes for the advanced emine launcher gain range and lose adaptibilty. What do i need 30"+ range which is rarely used, the G'Vrahn can just use AJP, if i lose Ship Breaker carnage.
 
Advanced Emine launcher is not a step backwards at all, you lose the Slow Loading trait for most E-mines (not Shipbreaker unfortunately) and SFOS states:

SFOS P.82 said:
Note that the weapon system must be a specific Energy Mine - simply having the Energy mine trait itself is not enough!

Now I'll grant you, that rules out Pulksar mines such as the G'Karith, but I don't see how it rules out Advanced Energy Mine as getting the E-mine variants.

LBH
 
lastbesthope said:
Advanced Emine launcher is not a step backwards at all, you lose the Slow Loading trait for most E-mines (not Shipbreaker unfortunately) and SFOS states:

SFOS P.82 said:
Note that the weapon system must be a specific Energy Mine - simply having the Energy mine trait itself is not enough!

Now I'll grant you, that rules out Pulksar mines such as the G'Karith, but I don't see how it rules out Advanced Energy Mine as getting the E-mine variants.

LBH

Now then, IF there were still 2 launchers per ship, it would be a great leap forward, but with only one launcher per ship, it is more sideways than backwards. Only being able to take one major varient, is a weakening not a strenghtening, although yes, you can launch every turn. but 2 tubes alternating would do exactly the same thing.
 
Yer on a per weapon battery bases it is a step forward.

Not for my Shipbreaker happy fleet but alas, you cant have everything.

But if you consider every other ship gets 2 launchers, its a very funny step sideways. A Bin'Tak can alternate fire to get the same effect, while only losing the last (and least important) range bracket. Or let loose with both launchers for maximum effect.
 
I was just thinking, they probably dropped to 1 tube to prevent 20 mines a round slamming into the precious whitestars and the minbari. that could really mess them up, eventually. Personally, i see it as a reason to stick to two tubes!
 
"Excellent news, sir! We made our best weapon twice as good."

"Fantastic! Now we can deal twice as much death to the Centauri."

"Ummm . . . we decided to mount half as many of them. Cheaper."

"Sooooo . . . now we can deal the same amount of death at half the price?"

"Yes!"
 
good and fast?

This is battleships and dreadnoughts were talking, not skirmish class vessels.

And Narns already squander money by putting 2 Laser Cannons on Ka'tans.....
 
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