HI just played Greg (as just been rewatching various eps from the series - seemed appropriate forces!)
report:
I took, 1 Shadow Ship, 1 Stalker, 4 Scouts
Greg took 1 Raid Lvl Narn Staton (1 beam, 1 Command Module and Hardened I think), 1 Gquonth, 2 Varnic, 2 Thentis, 4 Sho'Kov and a K'Toc?
Terrain was limited - one asteroid field in the centre in front of Narn deployment zone(lovely lovely space rocks) and one off to one side near
my deployment zone.
Narn lost Initiative and set up first - Station in centre and formed a line behind it with the War level cruisers at one end and the two Varnics at the other.
Shadows set up at the front of their deployment zone - using the asteroid to screen them as much as possibel form the 36" range turret station laser.
The Narn fleet cruised forward on CBD - the Varnic squadron moved early as Greg thought I was unlikely to charge in - which is what I did with the Shadow ship 8) - screening itself from the Station and the War level ship with the asteroids. Molecular slicer cuts into one of the two Varnics - and inflicts 4 hits including a 6,6 hit critical - I waited for the ship to fall apart but the new Narn resiliance meant it was not even crippled! (yet
)
Next turn I kept much of my fleet behind or near the asteroids and engaged half of the Narn fleet. I misplaced my stalker and it was out of range. One Varnic dided to another good Slicer hit but the Narna ships hit back - cutting half the damage from the Shadow ship and stripping it of all of its advanced traits and leaving it realing (but not pinned)
Turn 3 I retreated, luring the narn fleet forwards and away from the two hard hitters, despite losing iniative the Shadow Ship survived, battered and bleeding and destroyed the non CBD Varnic. Narn fighters mobbed a Scout (many coming from the station with its fleet carrier). I breathed a sigh of relief as the Shadows Ship regained its shields and began to regnerate again.
Turn 4 I again pulled back - (the idea being to drag them behind the asteroid and slice them up) - and the plan began to be fulfilled as narn ships began to be destroyed and my ships regenerated and maneuvered. The war level ship and station were stuck behind the asteroids, helpless to intervene in the battle.
Turn 5 and more Narn skirmish level ships fell - although several Scouts were now badly hurt - the Shadow Ships itself now nearer its full strength.
Turns 6 and 7 saw the Narn Scouts and several Sho'kovs destroyed for the loss of a Scout leaving A Shadow Ship, a Stalker and 3 Scouts against the GQuonth and the station and we called it.
Thoughts:
Greg did not abuse the Station rule but it was still a massive assistance to the Narn - fleet carrier and Scout (virtually invulnerable) plus a turreted beam at 36" range made me nervous. I hate to think what a player with a battle level station could have built (on either side). These need a major revisitation otherwise a really cool concept will be quickly banned by everyone in most things
Beams - I recorded my beam rolls with both ships - and also what they would have been with Burgers system:
Shadow Ship hits, 4, 7, 3, 13, 13, 3, (43 hits total) (if burgers system the dice rolled would have meant: 6, 6, 4 ,3 6 , 5 ) (30 hits total)
Stalker hits 2, 5, 2, 7, 6, (22 hits) (If BBS the dice rolled would have meant 2, 5 ,4, 4, 4) (21 Hits)
Terrain was (as usual) vital to the Shadows as once I lured Greg out and behind the asteroids - it was only a matter of time before I prevailed. If the SHaodw Ship had fallen on turns 2 or 3 maybe different but the damage dealing potential - even with lucky crits ( to match my initial ones on the Var'nic) taking out shields and self repair the Narn could not dish out enough hurt.
The new Narn CBD rule was impressive - keeping ships alive when they would have been normally slaughtered - I do worry a little bit about ships with out damage mutipliers being able to hurt Narn ships and Narn sniper ships. Its very powerful on ShoKovs - epsecially if used as IN sinks - playing non bore sight fleets not a major worry but trying to kill them (even if you can see them) would be a nightmare for BS fleets like the EA.
Stalker -well the 4AD was welcome but as it was only fired at once and its stealth beaten its new incarnation was not tested much.
Shadow fighters - 2 of them against about 14 Frazis (with Fleet Carrier) meant very one sided - I rolled a one for the first one as an interceptor :roll: and the other lasted a turn (due to shields) against 3 Frazis before being slaughtered.
report:
I took, 1 Shadow Ship, 1 Stalker, 4 Scouts
Greg took 1 Raid Lvl Narn Staton (1 beam, 1 Command Module and Hardened I think), 1 Gquonth, 2 Varnic, 2 Thentis, 4 Sho'Kov and a K'Toc?
Terrain was limited - one asteroid field in the centre in front of Narn deployment zone(lovely lovely space rocks) and one off to one side near
my deployment zone.
Narn lost Initiative and set up first - Station in centre and formed a line behind it with the War level cruisers at one end and the two Varnics at the other.
Shadows set up at the front of their deployment zone - using the asteroid to screen them as much as possibel form the 36" range turret station laser.
The Narn fleet cruised forward on CBD - the Varnic squadron moved early as Greg thought I was unlikely to charge in - which is what I did with the Shadow ship 8) - screening itself from the Station and the War level ship with the asteroids. Molecular slicer cuts into one of the two Varnics - and inflicts 4 hits including a 6,6 hit critical - I waited for the ship to fall apart but the new Narn resiliance meant it was not even crippled! (yet

Next turn I kept much of my fleet behind or near the asteroids and engaged half of the Narn fleet. I misplaced my stalker and it was out of range. One Varnic dided to another good Slicer hit but the Narna ships hit back - cutting half the damage from the Shadow ship and stripping it of all of its advanced traits and leaving it realing (but not pinned)
Turn 3 I retreated, luring the narn fleet forwards and away from the two hard hitters, despite losing iniative the Shadow Ship survived, battered and bleeding and destroyed the non CBD Varnic. Narn fighters mobbed a Scout (many coming from the station with its fleet carrier). I breathed a sigh of relief as the Shadows Ship regained its shields and began to regnerate again.
Turn 4 I again pulled back - (the idea being to drag them behind the asteroid and slice them up) - and the plan began to be fulfilled as narn ships began to be destroyed and my ships regenerated and maneuvered. The war level ship and station were stuck behind the asteroids, helpless to intervene in the battle.
Turn 5 and more Narn skirmish level ships fell - although several Scouts were now badly hurt - the Shadow Ships itself now nearer its full strength.
Turns 6 and 7 saw the Narn Scouts and several Sho'kovs destroyed for the loss of a Scout leaving A Shadow Ship, a Stalker and 3 Scouts against the GQuonth and the station and we called it.
Thoughts:
Greg did not abuse the Station rule but it was still a massive assistance to the Narn - fleet carrier and Scout (virtually invulnerable) plus a turreted beam at 36" range made me nervous. I hate to think what a player with a battle level station could have built (on either side). These need a major revisitation otherwise a really cool concept will be quickly banned by everyone in most things

Beams - I recorded my beam rolls with both ships - and also what they would have been with Burgers system:
Shadow Ship hits, 4, 7, 3, 13, 13, 3, (43 hits total) (if burgers system the dice rolled would have meant: 6, 6, 4 ,3 6 , 5 ) (30 hits total)
Stalker hits 2, 5, 2, 7, 6, (22 hits) (If BBS the dice rolled would have meant 2, 5 ,4, 4, 4) (21 Hits)
Terrain was (as usual) vital to the Shadows as once I lured Greg out and behind the asteroids - it was only a matter of time before I prevailed. If the SHaodw Ship had fallen on turns 2 or 3 maybe different but the damage dealing potential - even with lucky crits ( to match my initial ones on the Var'nic) taking out shields and self repair the Narn could not dish out enough hurt.
The new Narn CBD rule was impressive - keeping ships alive when they would have been normally slaughtered - I do worry a little bit about ships with out damage mutipliers being able to hurt Narn ships and Narn sniper ships. Its very powerful on ShoKovs - epsecially if used as IN sinks - playing non bore sight fleets not a major worry but trying to kill them (even if you can see them) would be a nightmare for BS fleets like the EA.
Stalker -well the 4AD was welcome but as it was only fired at once and its stealth beaten its new incarnation was not tested much.
Shadow fighters - 2 of them against about 14 Frazis (with Fleet Carrier) meant very one sided - I rolled a one for the first one as an interceptor :roll: and the other lasted a turn (due to shields) against 3 Frazis before being slaughtered.