How's the Var'Nic?

animus

Mongoose
So I'm getting into Narn now. How does the Var'Nic play? Is it better than a G'Quan? Is it worth taking? It seems under gunned for a Battle level ship.
 
Don't write the Var'Nic off because of it's lack of guns, it's a solid ship, with speed and maneuvreability unheard of in the Narn fleet, and now that it has been comfirmed the torps are precise, it can make quite a mess of an opponent.
Don't expect to wade into an enemy formation and soak up damage, this ship is not a g'quan by a long way, it excels at flanking, or getting behind an enemy, and gunning them down. It's often a surpirse for an opponent, as they don't expect fast narn ships that can turn round in less than 4 years!
 
Not the mainstay of the Narn fleet at battle, but worth having to lead lighter flank attack ships. Not a lone gunman, too much firepower is boresight reliant, so you'll need init-sinks to give it a chance to line up on something worthwhile.

Particularly good at very high priority level battles where skirmish ships wouldn't survive. Provides the Narn with heavy duty flank attack ships, something other races don't always have.

Plus, looks way cool!
 
Definitely. The asymmetric hull just oozes class. And It is, as noted, damn tough - a Toc/Tan wing would get shredded by firepower that just annoys a Var'Nic LRD.

The Fast Cruiser is probably investing too many points in a flanker, but the Var'Nic or two is a nice balance in a war-level game
 
The ship is grossly overlooked. It brings average toughness for a battle level ship (which is a bit small by Narn standards) with the maneuverability that the Narn Bat Squad (Ka'T** fleet) needs as support. When things get behind this flavour of Narn fleet, the Thentus are frequently overworked to handle all the stuff that has gotten past the overrun and the KaT** are out of the fight for lengthy periods of time. The second 45 turn lets the Var'Nic still contribute.

Its side guns suck for a Battle-level ship -- it has none -- so it needs some fighter friends, but the Ka'T** give you one each, enough to make a real fighter force by the time you're done. Scouting support for such a fleet, several Sho'Kars, are recommended, as are Ionic settings for E-mines.
 
Works well with: G'Vrahn, Katoc/Katan, Thentus, G'Karith.

All these ships are fast and/or maneuverable enough to keep up. With the Var'Nic, these form a Narn rarity; a high-speed heavy attack force. The Var'Nic, the G'Vrahn and the G'Karith can even make more than one turn (extremely rare for the Narn). The entire force can make speed 8-9 and are actually quick enough for Frazis to accompany them into the fight. The mines on the G'Karith and the G'Vrahn also will help sweep enemy aux craft out of the way which is something the Var'Nic really needs.


Works poorly with: Rongoth/Rothan, Dag'Kar, G'Quan, Bin'Tak, Ka'Bin'Tak, T'Loth/T'Rann.

They are all too slow and unmaneuverable. They can't support the Var'Nic in any useful way and in a few turns the Var'Nic will completely pull out of weapon range. Slowing the Var'Nic down to not outrun or outturn its fleetmates completely destroys the ship's advantage.

Tzarevitch
 
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