Narn fleet

inq101

Mongoose
Having decided to buy and use a Narn fleet for the Earth-Centauri war (and 'cause Narn have a nice and easy paint scheme) I'd like a little advice on my fleet selection.

5 pt Battle
G'Vrahn Fast Cruiser
It's fast and hard hitting

2 T'Rakk Frigates
Tough initiative sinks to support the G'Vrahn

2 Sho'Kar Scouts
I like these scouts

G'Quan
'Cause it's the Narn ship

2 Dag'Kar
BOOM!

I'm still new to the game so any advice, mistakes, insults welcome.

Tom
 
The T'Rakk are good choices as they aren't bore sight limited, but your fleet already has a pair of such ships in the Dag'Kars. The second scout may also be redundant.

Seems you are looking at two squads... the T'Rakks and th G'Vrahn operating as one wing, the bombardment ships with the G'Quan central, and a couple of scouts stray. Solid fleet... I would consider the command G'Quan in this case as it would likely operate as a turret, and the command bonus might eclipse the one shot e-mines give the level of hulls you'll see.

I would consider the two scouts too much investment in scouts, especially with stealth being so low. If I was looking to replace ships I might replace a scout and a T'Rakk with a pair of Ka'Toc/Ka'Tan to give me another hitter wing.

Ripple
 
I'd drop the G'Quan. The eight ship limit being the problem as really all your battle choices are subpar. Maybe drop the G'Quan, a T'Rakk, and a Sho'Kar and replace them with three Var'Nics? The Var'Nics work very well with a G'Vrahn. Lots of guns on a fast hull. I'd turn the other T'Rakk into either a Thentus(4 beam dice on a skirmish ship plus some twin linked guns) or Ka'Toc(3 beam dice but greater range and all of them have either double or triple damage where 2 of the Thentus beam dice have no traits beyond beam).
 
I was trying to be nice about the G'Quan...he did say he was taking it for fluff not stats. But yeah, a mixed bag of Var'Nics is a powerful force right now.

Ripple
 
How does this sound for 5 Battle:

1 G'Vran = 2 Battle
2 Varnics = 1 battle
2 Dag'Kars = 1 battle
2 T'rakks + 1 Var'Nic = 1 battle

its an 8 ship limit and the following
 
Although the G'Quan is much maligned I'd stick with it. *

The campaign is going to be decided by the side which loses fewest ships and therefore has credits / ducats to spare for mercenaries and other strategic goodies. Therefore any tough ships such as T'loths, G'Quans or EA Explorers are going to be a real bonus as if they get away with one hit remaining they will be repaired free of charge. If you take 2 smaller ships and one of them is destroyed you will cost your side one credit / ducat per battle point or part therof to replace them. Thus a Battle level ship is the same cost to replace as any one ship of a lower level, just a lot more survivable.

* Just to qualify I would take the command variant as a one shot energy mine does not equate to the extra damage, AF and command bonus. I suspect most fleets will have a command ship so it would be a shame to be completely out done.
 
G'vrahn is a command ship as well

The G'Quan is there as a bodyguard for my artillery core, so probably would have made it a command for the extra AF dice.

I'll think about the scouts. In my (one) game so far using this fleet they were worth their weight, but they are fragile.

Thanks for the advice.
Tom
 
Although really the G'Quan isn't all that tough. It's one of the few Narn ships that actually have below par toughness. It's damage/crew track are only a tiny bit above par for a Battle level ships as opposed to the usual way above par and since Hull 6 is the norm at Battle level it can't claim to that a higher hull balances it out unlike the Var'Nic which while having a lower damage track than Narn ships for Raid has Hull 6 in return. Lack of antifighter and interceptors means that anything fired at the G'Quan is going to probably hit too.

The Hod and I seem to have a similar idea for our Narn fleets although unlike him I like to have at least one scout and I prefer the heavier guns of a Thentus or Ka'Toc over the durability of the T'Rakk. On the other hand using the rule set Victor is mentioning, the T'Rakk might have some value as well.

In the end though the important thing is to take the fleet you want and will have the most fun with. If that fleet is 5 G'Quans then go with that. And so on. :D

Give those of us not involved a Battle Report!

And I think the combination of Dag'Kars and G'Vrahn(3 slow loading e-mines as opposed to the crappy 1 shot e-mine!) are enough to ruin the day of anyone using swarms of small low hull ships(Such as Motherships and Carriers full of Drakh.....) :twisted:
 
Yeah, I like the T'Rakk in fights this size as it tends to stick around as a late battle initiative sink. The Thentus always seems to die too fast, KaToc even faster. Now in a fleet without ship number limits you buy down to patrol to put a few sinks out, and can afford to go for firepower.

In the fleets here the DagKars are you base sink, but I expect they will be shot off before anything else, so wanted to stress at least one longevity sink.

Ripple
 
inq101 said:
G'vrahn is a command ship as well

Good point, it was somewhat early when I posted, or late, confused now....Still the rest of the post regarding survivability holds thereby bringing into question the validity of Ka tocs, Thentus Frigate or Scouts.
 
Personally I like:

G'Vrahn
3 Var'nic
2 dag'kar (sat at the back of the board e-mining the oppositions light
ships and your initiative sinks)
1 sho'kar (scout helps against lots of things and I-sinks too, although
the stealth is poor)
1 Ka'toc

Simple tactics. Move the shokar trying to be as stealthy as possible
and at long range. Crawl the Dag'kar to just be in range of the
oppositions light ships. Creep the Ka'toc forward on the first turn,
trying to keep it out of trouble. You should then be able to run the
Var-nic forwards to target one of the oppostitions big ships, backed
up by the G'Vrahn, which should try to keep the light ships targeted
by the Dag'kar in sight of its energy mine.

I'm very tempted to get this fleet for myself.
 
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