Minbari

dedonta

Mongoose
Just got done w/ a nice 5 pt battle level game of Narn vs Minbari. First time we've played w/ the Minbari fleet so I had a question about the stealth. So if a Sharlin has a stealth of 5 I need to roll a 5/6 to lock on and be able to fire w/ a particular ship. If I have a scout within 24 inches of the Sharlin I now need a 4/5/6 correct? And if I get a ship within 8 inches of the Sharlin I know need a 3/4/5/6 correct? I vaguely remember seeing something about a 4 inch range...does the stealth ability go away if I get within 4 inches?

As far as the battle...heres a quick run down of the events.
Narn Fleet = 2 G'Quans, 2 Sho'Kar Scouts, a G'Karith, and a Var'nic
Minbari = 1 Sharlin, 1 Moshin Carrier w/ extra Nial flights to round out

Turn 1:
Minbar moved the Carrier forward towards the Narn fleet while the Sharlin moved to flank them on the Narn right. The Narn trudged ahead w/ scouts and G'Karith in the lead (1 G'Quan) held in hyperspace. No fire exchanged as a lock on was impossible at the range.

Turn 2:
The Minbari continued its course w/ the Carrier and her flights moving directly at the Narn fleet and the Sharlin still moving to the flank. However, the Narn found out how deadly a Sharlin's forward arc is...vaporizing the G'karith in seconds. The Var'Nic began to return the favor by locking on and pounding home a few good volleys. The key to the entire battle was here...a critical to her engines...knocking her out of commision for the rest of the game.

Turn 3:
The Narn close the gap quickly with the Sharlin, closing the Sho'kar's and the Var'Nic to within 8 inches of her port side guns. Another G'Quan opens a jumpgate to the starboard side of the Sharlin as well. The Carrier recognizes the problem and quickly moves to the rear of the Sho'kar's. Between the fire power of the two Minbari ships they managed to reduce one of the Sho'kars to a floating hunk of medal. The Narn retaliate w/ hundreds of energy mines, knocking out all the Nials except 6. They also continue to concentrate all their guns on the Sharlin.

Turn 4:
The Narn hold steady while the Sharlin remains a floating fortress. Critical hits to two of the Narn ships leaves them motionless but w/ forward arcs aimed at the hapless Sharlin. The Sharlin is begining to show wear from the battering and there is little the Carrier can do to help. Another calamity strikes the Sharlin as her Engineering section is taken out by a torpedo, rendering her ability to get engines online a pipe dream.

Turn 5:
The end...the Sharlin goes up in flames as the Var'nic drives home the final volley!

A great game...I never in a million years would have thought I could pull this one out when I started the game and realized how futile it was to aim at the Sharlin from long range. But after closing on her and disabling her engines life was much easier. A sitting target w/out her teeth, she was no match for the big guns of the Narn Regime!

Got another game tomorrow night, Narn vs EA...going w/ Bin Tak instead of G'Quans though...they just didn't seem to have the fire power I thought they'd have...the Var'Nic did ALL the damage in this one. Also going w/ 3 sho"kars and some perhaps som Dag'Kar's for added insurance against all those fighters.
 
You have it mostly right, but scouts actually require a roll to improve your lock-on chances.

So basically, it goes like this.

Base stealth 5..

If over 20" you get a +1 to stealth.

If 8" or less you get a -1 to stealth.

If a scout makes a scouting roll of 4+ then you get a -1 to stealth on the targeted ship.

If a squadron of fighters runs up and does the 'scanners to full' special action on a ship there is a -1 to the stealth of a ship.

So, against said sharlin,

If you were within 8", made your scout roll, and made your fighter roll, you can actually get sharlin down to a stealth of 2+.
 
ok...makes sense...they are a pain in the butt to get a shot at...thank goodness she was dead in the water or I would have been in trouble!

anything about a 4inch effect on stealth??
 
fighters within a certain distance ignore stealth completely I think. minibeams have a special effect within 4", they get the antifighter trait.

Chern
 
Oh yah, fighters within 1" of a ship with stealth ignore it completely. And Chern is right there, Mini-beam weapons have the AF trait...though not for long! ;)
 
LaranosTZ said:
Oh yah, fighters within 1" of a ship with stealth ignore it completely. And Chern is right there, Mini-beam weapons have the AF trait...though not for long! ;)

They only have it against flights though, not against ships with dodge.
 
Erm, could you post the rules quote on that one? I don't remember the limit that it was only AF against flights...I thought the mini-beam rule simply states that the weapon gains AF against targets within 4".
 
LaranosTZ said:
Erm, could you post the rules quote on that one? I don't remember the limit that it was only AF against flights...I thought the mini-beam rule simply states that the weapon gains AF against targets within 4".
No, it says it gains AF against flights within 4".
 
oh yeah...thats right...mb's...but thats different for other af weapons correct? they can shoot at anything that has fighter abilities correct?
 
Yes, the AF trait negates dodge no matter what the target is. But the mini-beam rules say they only gain the AF trait against flights. So White Stars still get their dodge.
 
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