Newbie Blog - Tale of a new Gamer to B5 - ACTA

Hi All,

Quick update.

I get my first proper game in toomorrow. I'll post a Batrep later.

I also managed to get my hands on the full 5 Series and 5 Movies for Babylon 5 (got to love E-bay) and have been watching my way through the pilot movie and Series 1.
 
Alrighty Ihave nearly finished painting the 2 Hyperions I bought from Bunker Boi (Just detailing needed). I will post pictures in the next day or so.

I have finished watching Series 1 and the Earth Vs Minbari War Movie and am half way through watching Series 2 - Ambassador Mollari of the Centauri is starting to give me the !!!@@$# so hopefully he will get what is coming to him later in the series after his shady dealings with Mr Morden and the Shadows.

Damm those Shadow Ships can just tear you a new one :shock:

I even have my wife watching some of the episodes with me :D

On the Gaming front I have now played 3 games but today was probably the best as we are getting the rules and turn sequence down.

We played Ambush (SFOS) with Evil Bob as the Attacker playing Narn (3 point Raid) and I played EA defending (5 point Raid).

EA Ships:

1 Nova
2 Sagitarius
1 Oracle
2 Olympus
2 Hyperions - Missile Variant

I wasn't sure what he would take and wanted to have range to shoot so took the Sagis, Olympus and Missle Hyperions to give me the ability to shoot anywhere I needed from my first turn.

Narn Fleet:

1 T'Rann Heavy Carrier
1 Dag'Kar Missile Frigate
2 G'Karith

Evil Bob surprised me by deploying his Narn Fleet facing my EA ships.

The game went downhill pretty quickly from his first free turn as attacker with EA only winning Initiative once the whole game.

I managed to kill one G'Karith Patrol Cruiser and severely damage his fleet but in the end I lost all my ships.

Evil Bob rolled a hell of alot of Criticals but even with out them my ships took a pounding from the Dag'kar (16 Ship buster E-mine shots plus Ion Torpedos will do that to a fleet).

The G'karith was also a nasty piece of work and did alot of damage to my poor fleet.

Worst of all I closed up on the flanks and rear of the T'Rann Heavy Carrier and didn't know how many AD dice that ship can throw at me.

His Frazi flights also did extremely well finishing off a badly damaged Oracle and Sagitarius 4 AD is not to be sneezed at :shock:

My game came undone with my Deployment. Thinking he would attack from the rear where I had few weapons to bring to bear on his ships I deployed my ships like this:

Narn Fleet


Sagitarius 2 Sagitarius 1


Missile Hyperion 2 Oracle Missile Hyperion 1


Olympus 2 Nova Olympus 1



In his first free turn, Sag 1 was destroyed by combined fire from the Dag'Kar and a G'Karith. Missile Hyperion 1 suffered a lot of damage from the second G'Karith including a number of Criticals (-2 Speed, -1 AD on all weapons among others).

Sagi 2 was heavly damaged by the T'Rann Heavy Carrier and side weapons fire from GK'arith 2 and fire from Frazi flights.

The shooting when I did get it in was brilliant from the EA gunners. By spreading out my fleet I could not bring my weapons to bear quickly enough to make a difference and Evil Bob just tore my EA fleet apart.

Evil Bob also used CTAF to devastating effect on the poor EA (I forgot about special orders :oops: ) from his first free turn onwards.

My biggest mistakes were:

a) Spreading out my fleet to far on deployment

b) Forgetting to use special orders

c) Not knowing my enemy well enough and moving too close into his weapon range (mainly the T'rann - 8 inches 10 AD)


With majority of Narn fire power being to the front of his ships I knew I would wear it from early on in the game my mistakes just cost me the game.

Full Credit to Evil Bob he played extremely well and to the strengths of his fleet. Now I have to plan for the next game :D
 
I played another game tonight (my sixth game?).

5 Point Raid ---> Assassination - EA vs Narn

I played against Evil Bob - so called because he can be uncannily lucky with dice when he needs it :shock: :cry: :cry: :wink:

We played Assassination with me as attacker - 5 Point Raid.

Once again Evil Bob played Narn (defender):

3 Ka'Tocs
3 G'Kariths
3 Narn Scout ships
2 So'Kos Cutters

I think the list is right (from memory)

I played Crusade EA:

1 Marathon
2 Chronos
1 Delphi

I deployed my Delphi and Chronos as far away from the Narn as possible and kept my Marathon is reserve. My target was one of the Ka'Toc which I picked since it had the highest hull value.

The Narn all turned to face the Chronos and Delphi and Moved in for the kill. No shooting for Turn 1 as nothing was in range (very good for me as my Chronos only have 12 inch range - max)

While moving the Narn in Evile Bob held his 3 Narn Scouts and Frazi fighters back slightly from the main fleet.

On turn Two, I Jump point bombed 2 G'Karith with my Marathon opening the jumpgate using AJP. I did slight damage to one ship.

Turn 2 saw little shooting and none of it effective for the Narn.

Turn 3 My marathon moves on and starts chasing the Narn fleet and it target for Assassination. Unfortunately even though I moved the Marathon last, Evil Bob had more ships and I couldn't Boresight the ship I needed to kill this turn.

Evil bob had equiped his ships with Ionic Mines so no Special orders for my Chronos'ssssssss - Bugger because I had "All Hand to Deck"

Not much damage done by me except to kill a Sho'Kos Cutter with 2 Chronos firing Turret Weapon and Delphi firing as well. On the plus side it did blow up causing slight damage to a nearby Sho'Kos.

Turn 4 I killed the Target for Assassination with the Marathon (Ka'Toc) which I had previously damaged with fire on Turn 3.

Chronos Earned there keep causing damage all around more Ionic Bursts mean no special order for my fleet - Really Annoying.

My 2 Star Fury flights from the Marathon have bogged the Frazi flights down and started to kill them in a mass dog fight - even though they were outnumbered for 6 turns :D

I have had 3 Narn scouts on the Marathons tail now and there is not much I can do. 3 times I failed my Stealth checks with the Marathon so I start to use my Aft weapons on one scout and Anti fighter on another to help with failed stealth rolls.

Over the next few turns I keep moving the Marathon closer to the Chronos to help kill the scouts. My Chronos delivered some great damage to the Narn fleet as did my Marathon.

In the end Evil Bob had lost:

1 narn Scout
3 Ka'tocs
2 G'Kariths
1 Sho'Kos Cutter
half his Frazi Flights

He had

1 Crippled G'Karith (may have been dead - I don't remember)
1 Crippled Sho'Kos Cutter
1 damaged Narn Scout
1 Crippled Narn Scout

I Lost:

1 Chronos

I had remaining:

1 Crippled and Skeleton Crewed Marathon with no AJP and Move reduced to half due to Vital system Critical

1 Half damaged Chronos
1 Healthy Delphi

Victory Points were 46 VP for Crusade EA vs 15 VP for Narn

What we learned:

The EA marathon is a good solid ship. The Turn of 2/45 and 12 move is nice. 2/45 Turn really helps to line up your Boresight (didn't fire every turn as he had Initiative sinks)

Ionic E-mines stop Special orders like opening a Jump Point so a Marathon can escape - one more turn of shooting from the 2 Narn scouts should kill the Marathon - it only had 3 Hull points left

The Twin- Linked dice etc from my EA allowed alot of Criticals over the course of the game I think I got about 5 or 6 Vital System Criticals on the Narn Fleets throughout the game - One a 6-6 :D

The Narn didn't roll as many dice so only got a handful of Criticals back.

Evil Bob should have used the Narn scouts to use the scout ability - CQ check on 9+ to redirect weapons fire on the Marathon from the start. Especially with 3 AD of AP Beam trying to hit Hull 6 on the Marathon

Hull 6 & Interceptors saved the EA from alot of damage throughout the game.

AJP the Marathon behind the Narn fleet helped to distract my opponent from the Chronos so they could get into range :D

Starfurys are good at holding up enemy fighters :D - this saved me from the 4 AD Frazi flights

Evil Bob had maybe to many ships with Ionic mine - Weak Trait

Evil Bob really likes the Narn Ka'Toc alot - looks like I will see more of them :shock:

It is good to offer "Bait" ship(s) to break up an opponents fleets especially if it allows you to AJP behind the enemy fleet :D
 
Well if your main opponent is going to be Narns bear a few things in mind:

1) Dont expect your fighters to live long. If he even takes ONE ship with standard emines or fires short charge against them they will all die. Fast.

2) Not 100% on this but I thought Dag'Kars couldnt take Emine Varients? Or am I thinking of something else? If thats the case you may have discovered a way to make them useful :D

3) If your playing EA I would strongly recommend you get Armageddon as soon as possible as the EA fleet (as Im sure youve probably gathered from the forums) changes in quite a big way and frankly its best to get into the new lists as soon as possible before you get too used to the old ones (your fleet as it stands I think would be a 3rd age list.

oh one more thing:

4) Ka'Tocs and the arguably even nastier Ka'Tan varient are pure evil :P As you guess I'm sure now your opponent has discovered their nastiness that you will indeed see lots more of them :P

5) As for Ambasador Mollari, I'm not saying a word. The B5 story is far FAR too cool to spoil :P If youve just got onto series 2 though I will say this. You aint seen nothing yet ;)
 
Locutus9956 said:
2) Not 100% on this but I thought Dag'Kars couldnt take Emine Varients? Or am I thinking of something else? If thats the case you may have discovered a way to make them useful

the Dag'Kar can take variants. There's a smaller ship (the Sho'Kos?) which mounts a Pulsar mine launcher fore and aft - it can't use them.
 
It is the G'Karith that mounts the fore and aft pulsar mines. Dag'Kar has full blown energy mine launchers so can use all the nice snazzy vairiants.
 
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