P&P G'Quan, G'Tal, or G'Lan

With the upgrades tot he G'Quan class in P&P, if you had to pick one, what would it be

  • G'Quan

    Votes: 0 0.0%
  • G'Tal

    Votes: 0 0.0%
  • G'Lan

    Votes: 0 0.0%

  • Total voters
    0
  • Poll closed .

tschuma

Mongoose
I have played a couple of games with the Narn and even though the G'Quan did not get 6 dice Beam, if you use the Redundancy optional rule, it makes the G'Quan a much better option. It can actually get with range of the secondaries and put them to use.

I have also used the G'Tal to get he +2 Command, but have not used the G'Lan yet. What is your opinion?

I know the poll question is open ended and depends on the situation, so think if you had a limited number of poitns to use and a limited nubmer of ships, like the Walsall Tournament pack.

Thanks in advance.

Tschuma
 
The G'Tal is the closest to a useful battle level ship. It is more survivable than the other two - with more damage and nmore AF. It has no reason to come off CBD, since it has no fighters or emines.

I have never seen the Narn CDB stop any crits.

I still would rather have two Var'nics or swap two G'quans for a G'Vrahn.
 
Up until a moment ago, it was 1 all. :)

The G'Quan can start the battle with one fighter already out. If you want it to spend almost the whole game on CBD, it can let off the e-mine during turn 1, dump the second fighter at the end of the turn, then go onto CBD from turn 2 onwards. Alternatively it might actually find something useful to do with the e-mine. And if you can't find anything better to do with Frazis, they can always sit on the G'Quan as support until they roll a 1 during interceptor duty. :)

In a one-on-one duel, I'd probably prefer the G'Tal because winning initiative is important if you want to use the boresight beam. In a fleet game, so long as there's something to use as an init sink, this is less critical.

Swapping for G'Vrahns or Var'nics isn't an option for my Army of Light fleet. ;)
 
I'd go for G'Lan.

G'Tal loses 2 Frazi and the e-mine to gain Command, a better AF and 5 more damage/crew. I'd rather keep the e-mine, even if it is only 1-shot.

G'Lan loses range and 1AD on the boresight gun and loses the e-mine, to gain the mag gun. 2 AD of TD beam, a nice exchange, and you get to fire it even if you run out of init sinks. Though, the range is limiting on a speed 6 ship and you can't be as effective when on CBD.
 
I vote for the G'lan. It's more of a playstyle matter though. Don't play my narn a lot, and use counters for most of the noncanon ships..

I tend to agree with Greg for larger games.. Spending 2 battle points on a G'vrahn is usually a better bargain than having 2 G'quan or its sisters..
 
I voted for the G'Lan. I find that the reduced range isn't much of an issue by turn 2, and the Mag gun gives you something to play with if you can't get a boresight.

Of course, with the Narn fleet, there's always a better way to spend a battle point than any of the G'Quan variants (a Var'Nic and a Dag'Kar springs to mind), but you did mention redundancy and I will admit the G'Quans work when they actually get to use all those DPs! ;)

Regards,

Dave
 
Back up to all evens....

If I had to 'pick one' then it's the G'Tal (although I can understand the G'Lan for similar reasons) - a command bonus is very valuable for a single ship with a single boresighted humunga-gun, as is a forward arc secondary weapon.

If I had to pick a fleet, then the G'Quan is better - the fighters and energy mines are more flexible - but the FIRST ship in a heavy cruiser formation will always be a G'Tal, whilst the second and subsequent ones are regular G'Quans.
 
The opposer fleet, the PL and points make the final decision.

Last weekend I use one G Varhn escorted by 2 G Quan and in 2. line: 1 Var Nic, 1 Dar Kar, 2 G Karith, 2 Ka Tan and 2 Rothan against the ISA with thier lot dodge rolls.
I know that the ISA player will build squads to intense firepower and so I got no prob. to win the Ini. The G Tal is no option in this case, do not need them this game and the G Lan got to les range.
The plan was, to hammer the ISA down with E-Mines and B Lasers before they in range to open fire and it workes as it best.

The G Tal I used if I self will build squads and think I got a prob. to win Ini. without them.

The G Lan I use in bigger games, if there are more G Vrahn and G Quan in first fireline. The G Lan is fine to use as 2. line ship.
In many games without Hyperspace rule, the fleets fly toward each other and turn if they behind the enemy. If you got some G Lan on your table end and the big part of the opposing fleet is behind your fleet they have to make a decision. Turn to go one the crossing and also turning frontline or facing the now starting G Lans in front.

Against example ISA and EA with many Dodge and Intercepter rolls I take first the G Quan. The other variantes I take only if I got a exact plan and think I need them to realize this plan.
 
tschuma said:
Redundancy optional rule, it makes the G'Quan a much better option. It can actually get with range of the secondaries and put them to use.

Unfortunately, the G'Quan secondaries are crap as well. :(

We have struggled in our local group to make the Narn a viable race. But their ships are, in general, inferior to Centauri and Earth equivalents at each priority level.

Given a choice of the three above, I think the G'Lan is the best ship - especially since the G'Tal isn't available until very late.
 
Democratus said:
We have struggled in our local group to make the Narn a viable race. But their ships are, in general, inferior to Centauri and Earth equivalents at each priority level.

Narn do have some good ships. Their skirmish-level ships are pretty good, and the have some good raid-level ships. The G'Vrahn is their only great ship.

They are lacking in secondary weapons, fighters, anti-fighter (although emines does compensate a bit), a scout, a decent carrier, good battle-level ships and they struggle because they have the highest proportion of boresight ships outside the Drazi.

They can be made to work, but it is a struggle. :D
 
The Ka'Tan faired well during our Campaign of Terror Variant.

Rongoth and Rothan aren't worth it and the other ships too much depend on their beam weapons. My Narn were shredded more then once because of the more continious damage output of non beams
 
I may disagree with many and say the Bin'Tak is a great ship. Sure it's not as good as the G'Vrahn, but before the G'Vrahn existed most people would have rated the Bin Tak as one of the best war ships in the game. It still is, it's just overshaddowed by it's younger brother in most circunmstances. That said, if I was in need of a "bruiser". .

on the G'Quan varients, I'll take any mix of raid and skirmish ships first, but if I had to choose, it would be the G'Lan. the Mag gun is only 2 dice, and true, for me it generally rolls snake eyes, but it gives you a little flexibility over the boresight, and lasts a lot longer than an e-mine.

however for some reason i can't actually vote..
 
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