Narn Ka'Bin'Tak Super Dreadnought

true but doesnt have as many, g'quan has twin linked all round, plus a secondary battery. you can only have so many guns. it already outguns the omega in secondaries by quite a margin. it has a TD e-mine and a decent (4AD) beam. but if its beam was as good as the omegas it would be over the top.
 
The fact that the beams for both races wil lbe possible for Front Arc is a definite bonus though and a good thing to aim for in campaigns. It will make both ships pretty mean!! Although I would of liked to see a lot less Boresight weaponary I am pretty happy with this compromise. Ships with the refit would prove to nasty surprises fro their foes!! :D
 
I would've preferred to be able to choose the refit/upgrade you get, rather than having it random... with the better ones like this costing more XP dice. That would be cool.
 
and have the entire EA/narn fleet full of foreward arc beams by campaign turn 3.
that would be the 1st one they would save for.

the centauri would be all saving for shadow tech and dodges.
minbari would have +1 stealth on everything.
ISA precise secondary weapons and the mini beam (if its still there).

and so on and so forth. would get same combos over and over again, much like you do in 40k/warhammer with wargear/magic items.
 
katadder said:
and have the entire EA/narn fleet full of foreward arc beams by campaign turn 3.
that would be the 1st one they would save for.
Of course that upgrade would be an expensive one. And in that time the other players would have their choice of the best upgrades as well.
 
which as I said further down would mean all fleets end up the same campaign after campaign, much as warhamer/40k armies do with their options on units.
 
Why not keep them random? Even a weal upgrade means that the ship is that much better than before; maybe not optimized, but still an improvement.
 
Mine wouldn't. Besides the high XP cost of that particular upgrade...

I'd upgrade the sensors on some for fighting Minbari/scouts.
I'd upgrade the speed on some for Blockade scenarios.
I'd put teeps on some for fighting Shadows.
etc.
 
Burger said:
Mine wouldn't. Besides the high XP cost of that particular upgrade...

I'd upgrade the sensors on some for fighting Minbari/scouts.
I'd upgrade the speed on some for Blockade scenarios.
I'd put teeps on some for fighting Shadows.
etc.

But maybe you´re just not the average gamer... :roll: but no, you´re right, with some thought I´m sure there would be many interesting combinations, but most players will tend to maximise their strengths
 
Yes; but that is why the good refits would cost more. I'm talking 5 or 6 XP here, whereas the others would be 1 or 2. So you could get one really good upgrade, or 3-4 smaller ones.
 
Now I a very pro Narn player but I do think it should stay being random, as long as that "remove all current refits and change ship type" refit has gone I am happy..that one really did stink!!!
 
you still have the complete refit result - however it changed :) you go away for a turn and come back with 3 additional refits (rerolling any 12s)
 
Are the all the downgrade refits gone? Like the Fast loading missle racks that cut your AD in half, or the Weapons that gain DD but its AD are cut in half (not bad if you only have a few attack dice to begin with but with large quanties of attack dice suddenly getting cut in have it actually reduces your battle effectiveness since you will be doing less crits now.

Plus for the missile racks I dont consider 2AD every turn to be an upgrade over 4AD over two turns, it come out to average 2AD every turn so how is that an upgrade?

And what about reinforced hull 'refit' for the ISA? a 10% upgrade (meaning one more damage for a whitestar) for a 1 point speed reduction is a downgrade for ships that rely on speed, plus in my experience the damage increase is less important for the ISA since they have self repair and most of my whitestars usually end up decrewed instead of destroyed.
 
Back
Top