Play Testing Narn Vs Psi Corp 2 War Triggys tweaked SO

skavendan

Mongoose
Both sides set up apossed each other.

Patrol cutters on the flanks G'Quan heading stright towards the Shadow Omega. G'Vrahn coming up behind. T'loth level with the G'Quan facing off against the Mothership.

T1 T'loth + G'Quan and G'Vrahn headed stright into the fight. Sho'kar moved into a dust cloud and prepaired to scout.

Motherships drew a beam on the T'loth along with the hunter. Shadow Omega jumped forward because the G'Vrahn didn't CBD and just made it into range. Scouts pottered about the table the fighter carrier went fear me for I am useless and crawled forward launching it's cargo.

Hunter fired at the T'loth and totally missed 1 beam hit. In turn the G'Vrahn fired on the hunter and left her 1 damage point. Mothership fired and did some damage but CBD reduced it rather well to around 5 damage I believe.

Shadow Omega fired on the G'Vrahn and did 35 damage reasonable hit. Precise would have made it alot more. The G'Quan fired at the Mothership. T'Loth fired at the Hunter and finishered her off.

fighters launched turn 2.

G'Quan faced off against the Shadow Omega firing it's E mine and beam scoring 15 damage. G'vrahn fired on the Shadow Omega and beamed at the mothership. Shadowcloak scouts dodged around the patrol cutters exchanging blows.

T'loth advanced towards the mothership after all the hammer she took still going and not crippled. At this point the mothership was abit beat up.

The G'Quan and Shadow omega exchanged blows again.

After a couple of rounds of firing it seemed clear the narn had won the hunter was destroy mothership destroy shadow omega down 30 points fighter carrier destroyed. By the T'loth I believe.

Even my fighters started to lose the odd dogfight.

The G'Quan lucky disabled the aft fire on the SO which ment when it over shot the G'Quan that it couldn't aft fire her and finish her off 13 hit points remainning. T'Loth also only had about 20 hit points left and the G'vrahn was half dead. Minor damage to the patrol cutters and scout as CBD really reduced the affect of anything I threw at them.
 
hmm, sounds like a dogy beam hit from the hunter was your downfall. plus of course it's stealth is much negated when a G'Vran has mines every other turn! and of course smashing the hunter to 1 damage in the first round from one ship, OUCH! I think your hunter was cursed!!
 
Hi all

Had a battle last night with my beloved Narn against the Despicable Psi Corp. Any talk of a Narn Psi Corp alliance is just malicious Centari gossip cos they don’t have any friends.

It was a 2pt War and the fleets broke down like this.

Narn
G’Vrahn
G’Quan
T’loth
Sho’Kar
2 Sho’Kovs
2 Sho’Kos
Psi Corp
Shadow Omega
Shadow Hunter
Mothership
Fighter Carrier
2 shadowcloak escort

Low Down

I moved the T’Loth in to the teeth of the enemy fleet as I had a couple of sinister plans for this baby (brick) and closed blast doors (obviously). The rest of my fleet lined up behind ready to offer fire support. I lost the initiative roll this turn and all the way through the game because the Corps initiative is 2 higher than mine. This is a bit of a bone of contention for me as it’s irritating and the fix init sinking is equally irritating for your opponent.

Dan decided he couldn’t ignore the T’Loth as he knows the nature of his opponent and knew roughly what I was up to. The basic plan was to hurl it at his fleet and either draw fire away from other ships, then when it was crippled ram at any given opportunity. If it was ignored it was basically there to hover round while a ship slowed to half speed or was forced to through crits then launch a boarding action against it and possibly ram again if I became board, too aggressive or desperate. Hence Dan decided it had to be shot.

He moved his Shadow hunter (crit monster) to take on the T’Loth as this is the only Triple Damage Precise ship in his list it was public enemy number one so the G’Vrahn lined up on it in turn. In a spectacularly dismal display of beam rolling the Hunter barely scratched the T’Loth, Dan scored one beam hit & I save most of the damage on CBD’s. I then turned the G’Vrahn on his Hunter & all but killed it with the T’Loth delivering the Coup De Grace.

The T’loth went on to take an inordinate amount of firepower which it survived and the crit dice were kind to me as it only suffered a -1 to speed. The G’Quan was not so lucky, it ended up going toe to toe with Triggy’s experimental Shadow Omega (which I think is pretty close to being there) with the G’Vrahn to back it up. It ended up taking at least four crits, one if which stopped it using Damage Control and another which reduced its speed by -4. Now I have a vague recollection if a ship can’t move half speed it can’t turn if this turns out to be correct then the G’Quan from this point was useless. We weren’t sure and as it was late when we were playing just carried on, if I’m right it changes my opinion of the CBD’s four up rule somewhat and we need incorporate this into our next confrontation. One to get it right and two to get a good average feel for the rule changes as a whole.

Track That Target I wasn’t overly impressed with and at -4 speed the question is could I do it?? I think I know the answer to that one too but conformation would be nice. So all in all the G’Quan got nothing out of the rule changes and I still live in utter trepidation of facing Precise Beam fleets that do Double Damage or above. The 4+ CBD’s does well against the damage but does nothing to lessen the debilitating crits which is what the Narn need.

The G’Vrahn lost half her hit points and again I was crit lucky this was in part to little or no Precise Beams coming it’s way. The loss of the hit points and Command are of little concern to me though if I’d had the ship as was I could’ve vide for init which I just lost all game. Apart from that the G’Vrahn performed well enough dishing out high levels of damage and allowing other ships to move in & finish the job.
I won but did I feel like I did? Not really cos we made a few basic errors which we’ll tighten up next time.

Winners & Loosers

Winners.

T’Loth, the Brick’s just become Brickier

Sho’Kos/Kovs, a real pain in the butt just like ISA onion save ships

Sho’Kar, as above really I should have been much more aggressive with this to test it out properly I will be in future.

Shadow Omega it seems to punch much more at its weight, we need to look at the shield rules as there is some discrepancy there but other than that it seemed fine. I’d also like to know How shields & Interceptors work together. Ie, which comes first the chicken or the egg?

Loosers

G’Quan just took too many crits again/still, no change there at all. The five dice beam was good though however if the -4 speed means I can’t turn this again becomes mute.

G’Vrahn I just don’t want to close blast doors on it as I lose too much firepower. Dan has said the same as I believe which is all the War & above level Narn ships loose out big style to the 4 up CBDs rule. Either way when it attracts as much attention as the G’Quan did it will go the same way which will be even more frustrating.

Conclusion: We need to do it again to try to get a more average type feel not just this one off. I also need to take on the Minbari a few times to see if my other gut feeling comes true, I envisage much pain and frustration. I might be able to ram them though..!!
 
Not too bad, you've got to remember this is a WAR class ship so you should take some hits from it. It looked really scarey when you rolled them but this was more than offset when I CBDs. Even when I didn't because it was one damage per dice and no Precise I found it reasonable.

You should send me it's stats cos I forget exactly what you were throwing at me.
 
Priority Level: War
Speed: 8
Turns: 1/45°
Hull: 6
Damage: 75/12
Crew: 84/18
Troops: 3
Craft: 4 Thunderbolt Flights (may upgrade to Shadowfury flights for 1 Patrol FAP)
In Service Date: 2261+

Traits: Advanced Jump Engine, Anti-Fighter 8, Flight Computer, Interceptors 6, Lumbering, Self-Repair 1d6, Shields 10/5

Molecular Slicer: 24" B 6AD Beam, Triple Damage
Molecular Slicer: 24" B(a) 4AD Beam, Double Damage
Light Multi-Phased Cutter: 12" F 8AD Mini-Beam,Twin-Linked
Light Multi-Phased Cutter: 10" A 4AD Mini-Beam,Twin-Linked
Light Multi-Phased Cutter: 15" P 5AD Mini-Beam,Twin-Linked*
Light Multi-Phased Cutter: 10" P 12AD Mini-Beam, Twin-Linked
Light Multi-Phased Cutter: 15" S 5AD Mini-Beam,Twin-Linked*
Light Multi-Phased Cutter: 10" S 12AD Mini-Beam, Twin-Linked

*Slow loading when crippled.

Twin-linked is probably going to be taken off of the mini-beams as some think it's too much damage. Theres too many variables to go through the hole book and work out everything firing an average volley and include the stats with scouted target too. As the Shadow Omega can never get a scouted target apart from stealth so am just not going to bother with that line of arguement.
 
hmm, thats a lot of damage with shields and interceptors. Makes it more of a brute for sure. I'd like to see a small decrease in damage due to multilayered defences, but it isn't Insane, but it is similar damage to a G'Vrahn, PLUS active defenses!!

however I'd like to see some weapons consistency, dd beam at back, but TD at front, yet both the same beam? and differing range and dice on secondaries?
 
My thoughts exactly re the G'Vrahn. The shields will stop some beams (there by crits) getting through and we get zip.

It is experimental though & I took the hits and though I took damage which I feel you should moving in to attack a ship of that class I didn't feel it was excessive.

I knocked his aft beam with a crit so can't comment on that yet.
 
oh I'm not saying it is broken, far from it. but it is more dureable than a G'Vrahn with superior secondaries and fighters. although it's primary weapon is inferior to the G'Vrahns beam/Mag gun combo.

I suppose it's a tradeoff, in a forward fight the G'Vrahn should win out, if it gets to broadsides, the G'Vrahn would loose out quite heavily I reckon
 
hiffano said:
hmm, thats a lot of damage with shields and interceptors. Makes it more of a brute for sure. I'd like to see a small decrease in damage due to multilayered defences, but it isn't Insane, but it is similar damage to a G'Vrahn, PLUS active defenses!!

however I'd like to see some weapons consistency, dd beam at back, but TD at front, yet both the same beam? and differing range and dice on secondaries?

Triggys beam stats. It's far from perfect but it's not broken the lack of DD or tripple damage on the sides makes a huge difference to the amount you can do and then you roll a few bulkheads.

The damange and that could do with a tweak but it's the ability to kill things that concerns me at the moment more than Making it easier to blow up. 2 Gunships managed it in a vollage which = war point. I think I would definitly drop the interceptors down to 4 and lose abit of damage.

I can see it becoming a copy of EA though all stop pivot I am the camper. Fear me for a dare not advance and lose my advantage!
 
If having different weapon ranges make them different names -its easier to read and helps with fluff consistancy - or at least thats what I try to do.

So 10" range is Light Cutter
12" range is Cutter

and 15" range is Heavy or Battery (to represent Twin linked)

I would take off the TL minbeam except the L/R one

you should be able to get Scouting/lock on rolls with all the Patrol level scouts Psi Corps have

Make the rear Beam a "light" molecular slicer at 18" range - DD still

then compare it to the present Fire Raptor and laugh :) at the poor Drazi
 
hmm, perhaps a re-working of the side guns
keep the LPMC at 10" and re-work the 15" guns and get somethign DDish, to give it more clout. and as a tradeoff drop the interceptors (I think 6 is barely more than 4 in theory anyway) and a small amount of damage.

Phasing pulse cannon, shadow tech, SAP DD. stick some of them on the sides instead of two lots of minibeam.
 
Da Boss said:
re shields interceptors - you do interceptors first and any hits that get through come off the shields - nasty :)

TY for that bit of clarification another point to ask you.

if your down to 1 point of shield and your hit by a DD weapon does the extra point cause damage or is it still counted as a single hit until it touchs the hull?
 
I don't know about all this double damage malarky look at what it has. Mini Beams making my 6+ hull void which I believe I pay points for. Twin linked though you have loads of Scouts with nothing to do anyway so you could lose that and feel nothing.

If you start asking for ridiculous amounts you'll end up getting nothing as no one takes you seriously. For example you get Interceptors Shields AND hull 6 against my secondary’s.
 
Well could drop the shields to 1D6 recovery but if you do that they tend to come down and stay down cuz you throw a rock at the side of the ship and right lads where in. I'd prefer a drop in the interceptors and maybe a few points of damage.

As far a P/S DD the hole point of us moving to mini-beam was to be more as was in the show if you check the Psi Corp topic theres even the vid on there. Everyone thinks it looks like mini-beams so we been working on that basis even though canon should be no shields but ah well.
 
skavendan said:
if your down to 1 point of shield and your hit by a DD weapon does the extra point cause damage or is it still counted as a single hit until it touchs the hull?

A single point of shield will always stop a hit, regardless of any other traits so the additional point of damage is "wasted". The description of the Shields trait describes this scenario exactly.

Regards,

Dave
 
if you have one shield left and it is hit by a DD, TD, or even QD damage, the shield goes, no damage is transfered from that specific hit.
 
The problem with that ship is it could end up being debilitated by crits way before it gets destroyed just the same as with mine. The ISA have jumped a Shadow Vessel and killed it, I think they stunned it in one turn then killed it the next. This says more about the relative power of ISA ships than it does about the Shadow Omega. Long range beams tend to be less powerful than short ranged ones though this is not without exception and said Minbari ships are weaker on the sides.

ISA ship benefit from an extreme in manoeuvrability combined with beams as powerful as any in the game which means they can manoeuvre on to your weak points come in and take you out in one volley and then onion saves mean they often escape with paying much of a price. The ISA don’t pay the full price for this ability but those facing them do.
 
Can some one remind me about the -4 speed crit?

Basically the G'Quon got it and has a speed of 6" does this mean as it can't move half its speed 3" it can't turn.

I seem to remember reading this on here somewhere and I believe it can't turn so I'd just like a refresher as it's important with regards Bore sight ships.

Sorry I've been off playtesting the girlfriend so am a bit rusty, when I asked her about some rule revisions I got a slap in the face. :lol:
 
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