Mishakur V Mankhat

Dizzy Vree

Mongoose
Ive about to take part in a 3 war B5 leauge where your race is chosen by others, its also blind fleet construction, ive got 2 war sorted but id like a mishakur or mankhat, my problem is cant decide.
There quite different on paper, but could more experienced players(ive never played, or seen dilgar be played) go through the on-the-board strenghts and weaknesses. please
 
Mishakur "for the win." It has more guns, free planetary assault weapons and it's faster. It pays for that with less dice on its heavy bolters, but generally I think the Miskhakur the better ship. I'd put it up against most other war-level ships and expect a win, maybe the Warlock and Sharlin would be tough since they basically out-range it, but otherwise, bring it... :twisted:
 
In a 1vs1 a Mishakur is the way to go. It has better defences and damage than the mankhat but has less firepower (especially on the sides).
It's true it has 'more' guns than a Mankhat but comparing a few pulsar and missile batteries to 20 AD Triple damage advanced missiles is a bit silly ;) If you want a balanced ship, take the Mishakur. If you want a glass cannon, take the Mankhat instead.
The Mankhat is a ship you take when your fleet also has a Mishakur to fulfill the role of command ship. It provides the raw firepower while the Mishakur provides those nifty war-lvl ship abilities like command, flights and lots of damage.
 
Your Mankhat is a specialist ship, though - a lot of long-range missiles and not much else to reccomend itself. It definitely has its uses, but I distrust specialist units on principle. I prefer a unit that can perform multiple roles and adapt to the battlefield situation...
 
I'll be going with the mishakur then, thanks
but i need a bit more advice,
in the leauge you can pick a flagship, it can pick 2 refits, and rolls for another, you can also put a "free" admiral on it

Im holding out for Jha'Dur, but linked targetingx2, inspirational leader possibly
and but im unsure of the refits, mab hangers, reinforced hull or aditional AD for the bolters

Any help is greatly apreciated
 
Beef up your bolters or missiles with extra AD and get the speed boost. That Mishakur is one slow ship.

For your admiral, just grab anything that makes it easier to mince the enemy fast. That's what Dilgar do, they're not subtle, they just lob masses of fire at the enemy.
 
cant make it faster "may not use on drednaughts" and speed 8 isnt bad, im facing 2 narn fleets :lol:

And yet another question(last one i promise) there is nothing in the suicde fighters special rule that says the fighters can not be regained using fleet carrier, is this something for an FAQ, or am i just going to feel all nooby when my dartfighters are moving 17 hitting a ship, then respawning at my 3 garasoches :D
 
Damn I forgot the exact word... yes the Mankhat is a SPECIALIST ship (ty david). It mounts firepower to the exclusion of everything else. First turn, fire your missiles, second turn: all power to the engines, flying through the enemy fleet and blasting bolter death to all sides :D The Mankhat is so cool ^^

But yeah practically, you'll want a Mishakur. It's a safer bet. But a bet nonetheless :lol:

On the suicide fighters. My opponents won't let me recover them because Gaim crewed missiles can't either... I need a rulemaster to clear things out.
 
Even if you can't recover them in-game your fleet carrier will still regenerate its flights over campaign turns as normal. So your Thoruns can be quite a powerful weapon...
 
Do you use suicide fighters in your games if they are not set in the specific year? Does your opponent/s limit their own fleet choices to make them valid for that year or do you just go what the hell it's a Dilgar rule and I'm just going to use it?

It struck me when I read it as a very silly rules limitation making it specific to an ISD. I am interested to know how others deal with this.
 
Well in the upcoming campaign Im running at our club Im ruling that the ISD limit on suicide fighters should only apply if ISDs are being used in general. Since the campaign isnt set in a specific year and no ISDs are being used Id say the Dilgar can use their suicide fighters if they want!
 
I use Dilgar, I tend to find that if I run in pentacon packs and run flanks they do ok. They've tended to suck vs EA (interceptors and lot of fighters) but gone well vs everyone else. Main thing is to pick a target and dakka till they are gone. I don't like the slower options for Dilgar but Targraths, Tikrit and Ochliavata packs seem to work well for me and the Mishakur is a fast dakka death machine.

The Och's, while not what they were in 1st ed are nice anti-fighter escorts fior the targraths and all those cheap torps are nice in support of the main strike with bolters.

The fighters aren't great but there a lot of them now and they seem admirably suited to taking out big ships in packs/swarms. I;ve given Shadows very nasty moments with a horde of Thorun's for example. the TL DD is very nice vs ships. They are less useful as dogfighters but certainly do the job well and you can fighter people to death so easily now. Except EA and Gaim of course.
 
Right now it has description of the fleet list with all ships, with pro's and cons for each ship, and a bit of tips and tricks when fielding your units. Also included is a section describing the strengths and weaknesses of the Dilgar fleet as a whole.

I'm planning to add a lot more like specific strategies against different races, a numerical matchup vs other races' ships (using Triggy's system once he's finished polishing it for 2E).

I'm gonna make it more readable and upload it somewhere (know any good hosting places?) this evening or tomorrow evening
 
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