Hey! Lets discuss the G'Koth!

Maybe only on this particular ship - perhaps some fluff about it being badly designed or having a flaw like HMS Hood or some other thing!!?!

roll a d6 when hit - it takes that many criticals

still a joke
 
Updated Reasons AGAINST the G'Koth (in 1st edition)

1) It has been a purposeful design decision in 1st edition to balance fleets at different levels. Narn excel at Skirmish but have reasonable choices at Raid...they don't need to be very good at Raid as well (as in have lots of good choices) and this defeats the design principle of balancing fleets through and ACROSS PLs and not just at 5 point raid.

2) While I too would like iconic ships to feature, it should *mean* something when they come out on the table. That arguement could naturally lead to a Patrol and even Skirmish level variant of a G'Quan...after all why not? The iconic ships are cool looking but the other ships have a role to play too, we don't need one model/token to rule them all syndrome.

Feel free to add to this...note I've tried to summarise (or is that sanitise ;)) these from the other thread.

3) Ships are built with a specific purpose in mind and while there may be an aspiration to fulfill a multi-role capability a carrier is still a carrier, a destroyer a destroyer etc. The G'Quan was described as a Narn "heavy cruiser" on the show and their "dreadnought" feel should be reflected in the ship design and it's variants...

4) If the existing G'Quan and variants is not a viable choice (and a battle level ship should be considered at Raid) it makes more sense to suggest an S&P article that would revise those stats that necessarily a new "variant" with the normal ships being one no-one took. You wouldn't have any more G'Quans on the table it would just be G'Koths!
 
If it is a heavy cruiser and we are looking at WWII styllee ships - I thought Cruisers were multi purpose and fulfilled a number of roles?
 
Hash, point 3. I believe the narn were known to use a modular shiip design, admitedly the models to date don't represent this fluff, but it implies they build standard hulls then adopt each one to a purpose, adding wepons, armour, cargo bays, whatever as necesary... I kind of thing sadly that AOG were responsible for messing this up a bit with so many models, which was obviously a money making move.
 
As a Narn player I'm happy enough with a g'quann, sure I wouldn't take a fleet of them, but I wouldn't take a 5 point raid fleet with out one either.
Other than needing 1 extra dice of beam I'm more than happy with it as it is. The turn you can get those ship breakers and batteries of secondary in range of a few enemies is just awesome, plus as it is a bit of a slugger people tend to be too busy trashing your more threatening Ka'tan's while it get's closer.
That said I don't play tournaments and so i play people who tend to field fleets balanced out across PLs.
I like the way the Narn fleet works as a whole I think the problem comes in people taking extreme fleets ie 10 x Ka'tan. These ships work fine as part of a balanced PL fleet it's just an issue when taken in large numbers which applies to many other fleet choices. I'd rather (where the model range exists) a limit the number of times any 1 ship can be chosen instead of trying to bring everything up to the level of the "best" choice in a PL.
I like the idea of using the transport raid variant, but as EP said I'd rather have my other raid ships 'fixed' than have a under-powered g'quann fill the same slot.
 
True and the current one + variants as is does so, doesn't it? (was referring to cruiser multi - role point)

Firstly as a Battle level ship that is viable if not very powerful compared to a Primus and secondly as a command ship. There is also a variant that mounts alternative weaponry although does admittedly try to fill the same role.

Remember that the design philosophy in ACTA was to balance ACROSS PLs not necessarily WITHIN PLs...does the G'Quan *need* to be just as good as the Primus (Raid and Battle being the Centauri focal point). Narn focus is at Skirmish and War (although personally I don't think there is anything wrong with current Narn raid level choices).
 
hiffano said:
Hash, point 3. I believe the narn were known to use a modular shiip design, admitedly the models to date don't represent this fluff, but it implies they build standard hulls then adopt each one to a purpose, adding wepons, armour, cargo bays, whatever as necesary... I kind of thing sadly that AOG were responsible for messing this up a bit with so many models, which was obviously a money making move.

Agreed, they adapted Hulls, to whatever purpose they needed it for. If anything, the G'Koth would be a typical example of a Narn ship. Other examples are the T'loth, and T'Rann
 
Johnny D said:
As a Narn player I'm happy enough with a g'quann, sure I wouldn't take a fleet of them, but I wouldn't take a 5 point raid fleet with out one either.
Other than needing 1 extra dice of beam I'm more than happy with it as it is. The turn you can get those ship breakers and batteries of secondary in range of a few enemies is just awesome, plus as it is a bit of a slugger people tend to be too busy trashing your more threatening Ka'tan's while it get's closer.
That said I don't play tournaments and so i play people who tend to field fleets balanced out across PLs.
I like the way the Narn fleet works as a whole I think the problem comes in people taking extreme fleets ie 10 x Ka'tan. These ships work fine as part of a balanced PL fleet it's just an issue when taken in large numbers which applies to many other fleet choices. I'd rather (where the model range exists) a limit the number of times any 1 ship can be chosen instead of trying to bring everything up to the level of the "best" choice in a PL.
I like the idea of using the transport raid variant, but as EP said I'd rather have my other raid ships 'fixed' than have a under-powered g'quann fill the same slot.

JD - some excellent points there! Especially agree with your slight aside to limit the number of times any 1 ship can be taken as a possible solution to Bat Squads et al.
 
Reaverman said:
Agreed, they adapted Hulls, to whatever purpose they needed it for. If anything, the G'Koth would be a typical example of a Narn ship. Other examples are the T'loth, and T'Rann

Well again this argument leads to the Patrol level G'Quan variant extreme ;) I have no problem with variants within a PL as the examples you just gave but remember we are talking about splitting up something over 3 PLs instead...
 
i also agree with JD very good point.Also you should have the iconic ship,but let it be better instead of different weaker varients
 
Hash said:
Reaverman said:
Agreed, they adapted Hulls, to whatever purpose they needed it for. If anything, the G'Koth would be a typical example of a Narn ship. Other examples are the T'loth, and T'Rann

Well again this argument leads to the Patrol level G'Quan variant extreme ;) I have no problem with variants within a PL as the examples you just gave but remember we are talking about splitting up something over 3 PLs instead...

Hash,

thats going to extremes. You know I did not imply that, and there is another fleet, with a ships across 3 PL's, its the EA :wink:
 
I personally see no problem with variants with a wide range of capabilities, just look at the Sherman Tank, how many roles did that fulfill? one hull, one hundred uses :lol: (ok maybe slight exaggeration)
 
Updated Reasons AGAINST the G'Koth (in 1st edition)

1) It has been a purposeful design decision in 1st edition to balance fleets at different levels. Narn excel at Skirmish but have reasonable choices at Raid...they don't need to be very good at Raid as well (as in have lots of good choices) and this defeats the design principle of balancing fleets through and ACROSS PLs and not just at 5 point raid.

2) While I too would like iconic ships to feature, it should *mean* something when they come out on the table. That argument could naturally lead to a Patrol and even Skirmish level variant of a G'Quan...after all why not? The iconic ships are cool looking but the other ships have a role to play too, we don't need one model/token to rule them all syndrome.

3) Ships are built with a specific purpose in mind and while there may be an aspiration to fulfill a multi-role capability a carrier is still a carrier, a destroyer a destroyer etc. The G'Quan was described as a Narn "heavy cruiser" on the show and their "dreadnought" feel should be reflected in the ship design and it's variants...however many people have suggested that history (and fluff) disputes this argument am leaving for completeness.

4) If the existing G'Quan and variants is not a viable choice (and a battle level ship should be considered at Raid) it makes more sense to suggest an S&P article that would revise those stats that necessarily a new "variant" with the normal ships being one no-one took. You wouldn't have any more G'Quans on the table it would just be G'Koths!

5) Lets not try and solve perceived problems with what is argueably abuse of the PL system (taking 10 of 1 good ship e.g. Ka'Tan) by needlessly adding to ship selection and agree to take "balanced" fleets instead.
 
Tank said:
I personally see no problem with variants with a wide range of capabilities, just look at the Sherman Tank, how many roles did that fulfill? one hull, one hundred uses :lol: (ok maybe slight exaggeration)

Another good point for I see, modify existing Hulls rather than construct a complete new ship.
 
Makes budgetary sense :lol:

You want what???? Cant you just adapt that design? I know its over 50 years old but surely you can use it for something, after all we are on a budget you know!
 
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