Playtest rules - Narn updates

CBD 4+ for Narns is testing to be rediculously strong. If it cut half of the overall AD instead of limiting the ship to one gun, I'd support it, but 4+ without any extra damage is just way too strong.

I can't touch my local Narn players as they just slow and steady on me, and I can't touch em.
 
Hum how you came to these numbers? 5+ is twice as good as 6+, 4+ is 50% as good as 5+(three times as good as 6+) etc. 3+ isn't even close to twice as good as 4+.

Because it's a matter of perspective. A saving throw that you pass doesn't matter - it's irrelevant if you pass one save or twenty because they have no effect. What matters is the number of saves you fail.


6+ - 5/6 gets through - take 83% of the damage of something with no save - 1.2 times better than no save

5+ - 2/3 gets through - take 80% of the damage of something with a 6+ save - 1.25 times better than a 6+ save

4+ - 1/2 gets through - take 75% of the damage of something with a 5+ save - 1.33 times better than a 5+ save

3+ - 1/3 gets through - take 66% of the damage of something with a 4+ save - 1.5 times better than a 4+ save

2+ - 1/6 gets through - take 50% of the damage of something with a 3+ save - twice as good as a 3+ save
 
Ok, after some playtesting, I think the 4+ for the Narn is too good (although, one of my friends still cannot make the 4+ to save his skin :wink: ).

Why should the Narn be even better than before?
 
"The only thing the Narn need is the lash" :wink:

the Narn have previously had major major problems with their very silly weak battle ships and their inferior S?R guns ............they are a bit better now and the new CBD is I think intended to help them - not played with the new rule so not sure if it is too much coupled with the TTT SO and on the non battle level ships

(I play Centauri - can you tell ) :P
 
Da Boss said:
"The only thing the Narn need is the lash" :wink:

the Narn have peviously had major major problems with their very silly weak battle ships and their inferior S?R guns ............they are a bit better now and the new CBD is I think intended to help them - not played the new rule so not sure if it is too much coupled with the TTT SO and on the non battle level ships

(I play Centauri - can you tell ) :P

LOL, well, I'm not in love with the Narn myself, but I do agree that the most famous Narn ship, the G'Quan, seems to lack quite a bit of oomph. If this is what the Narn players are complaining about, then improve THAT ship; don't mess with the nasty Dag'Kar or the tough and handy Var'Nic. Oh there are plenty of other good ships to boot, but keep the fix simple so that you don't have to re-balance the entire game for one special rule.
 
i agree with the previous poster, that new cbd *might* be a bit too mutch
my oponent have actually forgotten to use it so far but im gona trie to remind him next time.. probably to my loss
 
please remember that the narn have no active defences in their fleet. even the G'Vrahn has had it's interceptors stripped.

so on a CBD a G'Quan for example could still shrug off X damage, but it doesn't stop the Criticals like shields and interceptors* can. yeah I know other fleets have this limitation too, but the Narns key thing is supposed to be surviveability.

on the basis it can stop the hit that would lead to the critical.
 
eldiablito said:
Ok, after some playtesting, I think the 4+ for the Narn is too good (although, one of my friends still cannot make the 4+ to save his skin :wink: ).

Why should the Narn be even better than before?
\

4+ is the new 5+ for him :D

Posted some test results in the main 1.1 test thread. But I will repeat here.

4+ was way to good. The math provided here really does work. My take on CBD is that for the majority of the ships the limitation of being able to fire only 1 weapon is not significant because the secondary weapon is not effective enough. (ther are some exceptions, Vree come to mind) In fact, smaller ship are the ones that benefit from CBD disproportionally. The big ships are the ones that actually have something worthwhile to shoot. But that is just MHO.
 
eldiablito said:
Da Boss said:
"The only thing the Narn need is the lash" :wink:

the Narn have peviously had major major problems with their very silly weak battle ships and their inferior S?R guns ............they are a bit better now and the new CBD is I think intended to help them - not played the new rule so not sure if it is too much coupled with the TTT SO and on the non battle level ships

(I play Centauri - can you tell ) :P

LOL, well, I'm not in love with the Narn myself, but I do agree that the most famous Narn ship, the G'Quan, seems to lack quite a bit of oomph. If this is what the Narn players are complaining about, then improve THAT ship; don't mess with the nasty Dag'Kar or the tough and handy Var'Nic. Oh there are plenty of other good ships to boot, but keep the fix simple so that you don't have to re-balance the entire game for one special rule.

I disagree with the assumption that the improved CBD is overly powerful. The better ships in the Narn fleet pay a noticeable price in firepower to CBD.

The Dag'Kar loses firepower every other round it uses CBD (when the e-mines are reloading) and the Var'Nic loses a good bit of its firepower every turn it does so. If you have these ships in your fleet, you need them to be attacking not turtling. If you are planning to turtle you buy a T'Loth not a Dag'Kar. If the Var'Nic or Dag'Kar is being attacked enough that it has to CBD to survive then the enemy is likely winning, as one of your primarily striking vessels is busy defending itself instead of doing what it was puchased to do. This does not mean that those ships should never do it but they have to put some serious thought into deciding if it is a good idea. The firepower loss is noticeable.

If anything the ships that gain disproportionally from the rule are the G'Quan, G'Lan, Ka'Tan and the torpedo cutter. The G'Lan can CBD turn 1 and stay that way. It loses NOTHING significant for doing so. The G'Quan and Ka'Tan can follow suit as soon as they fire e-mines. This is not a shortcoming in the rule, it is a reflection of the limited capabilities of these particular ships.

The T'Loth and T'Rann also benefit a ton from CBD, but then again, durability is supposed to be their hallmark. They SHOULD be able to do tricks like that.

Tzarevitch
 
Can't you CBD on a Dag'Kar while it reloads for free? It doesn't disapear. You can still fire the other weapon, you just can't fire the E Mines which you couldn't fire anyway. Am I wrong in that?
 
Hindsight said:
Can't you CBD on a Dag'Kar while it reloads for free? It doesn't disapear. You can still fire the other weapon, you just can't fire the E Mines which you couldn't fire anyway. Am I wrong in that?

your right
 
We played a few games with the new rules. A Narn vs. Centauri and several Narn vs. Vree game and I do not think that the new CBD is overly powerful.

While it does add to the every other turn survivability of the Dag'kar, the ship that really seemed to refuse to die in our smaller games vs. the Vree was the Sho'Kov. Personally I feel that since it is a fairly weak Patrol ship compared to the Vree, this seemed to even out some but clearly allowing the "hope-for-a-lucky-crit" Sho'Kov ships to remain in the game longer gave the Narn movement sinks longer to live (even though they now had to be squadroned which reduced the amount of them) and eventually allowed them to score an annoying lose of weapon(s) in one arc crit that the Vree just so love.

In the larger games, it was a bit helpful on the first turn against long range bombardments on the big ships but then reduced their firepower too much to generally merit its use on them.
 
Hindsight said:
Can't you CBD on a Dag'Kar while it reloads for free? It doesn't disapear. You can still fire the other weapon, you just can't fire the E Mines which you couldn't fire anyway. Am I wrong in that?

That is my understanding.
 
Everyman said:
We played a few games with the new rules. A Narn vs. Centauri and several Narn vs. Vree game and I do not think that the new CBD is overly powerful.

While it does add to the every other turn survivability of the Dag'kar, the ship that really seemed to refuse to die in our smaller games vs. the Vree was the Sho'Kov. Personally I feel that since it is a fairly weak Patrol ship compared to the Vree, this seemed to even out some but clearly allowing the "hope-for-a-lucky-crit" Sho'Kov ships to remain in the game longer gave the Narn movement sinks longer to live (even though they now had to be squadroned which reduced the amount of them) and eventually allowed them to score an annoying lose of weapon(s) in one arc crit that the Vree just so love.

In the larger games, it was a bit helpful on the first turn against long range bombardments on the big ships but then reduced their firepower too much to generally merit its use on them.
It's definitely the Sho'Kov that's the one broken ship with this rule. The irony being if it didn't have its piddly little weak gun then it would be fine!
 
Tzarevitch said:
eldiablito said:
Da Boss said:
"The only thing the Narn need is the lash" :wink:

the Narn have peviously had major major problems with their very silly weak battle ships and their inferior S?R guns ............they are a bit better now and the new CBD is I think intended to help them - not played the new rule so not sure if it is too much coupled with the TTT SO and on the non battle level ships

(I play Centauri - can you tell ) :P

LOL, well, I'm not in love with the Narn myself, but I do agree that the most famous Narn ship, the G'Quan, seems to lack quite a bit of oomph. If this is what the Narn players are complaining about, then improve THAT ship; don't mess with the nasty Dag'Kar or the tough and handy Var'Nic. Oh there are plenty of other good ships to boot, but keep the fix simple so that you don't have to re-balance the entire game for one special rule.

I disagree with the assumption that the improved CBD is overly powerful. The better ships in the Narn fleet pay a noticeable price in firepower to CBD.

The Dag'Kar loses firepower every other round it uses CBD (when the e-mines are reloading) and the Var'Nic loses a good bit of its firepower every turn it does so. If you have these ships in your fleet, you need them to be attacking not turtling. If you are planning to turtle you buy a T'Loth not a Dag'Kar. If the Var'Nic or Dag'Kar is being attacked enough that it has to CBD to survive then the enemy is likely winning, as one of your primarily striking vessels is busy defending itself instead of doing what it was puchased to do. This does not mean that those ships should never do it but they have to put some serious thought into deciding if it is a good idea. The firepower loss is noticeable.

If anything the ships that gain disproportionally from the rule are the G'Quan, G'Lan, Ka'Tan and the torpedo cutter. The G'Lan can CBD turn 1 and stay that way. It loses NOTHING significant for doing so. The G'Quan and Ka'Tan can follow suit as soon as they fire e-mines. This is not a shortcoming in the rule, it is a reflection of the limited capabilities of these particular ships.

The T'Loth and T'Rann also benefit a ton from CBD, but then again, durability is supposed to be their hallmark. They SHOULD be able to do tricks like that.

Tzarevitch


When I play against the Narn, the only ships I see not on auto CBD are the GVarns.
 
Hindsight said:
Can't you CBD on a Dag'Kar while it reloads for free? It doesn't disapear. You can still fire the other weapon, you just can't fire the E Mines which you couldn't fire anyway. Am I wrong in that?

Yes. That was the "every other round" part of my statement. :)

Tzarevitch
 
I play Narn. I did rather well with them in 1e, but have done less well with them in 2e.

The big question is, is there any ship that you would put on CBD that you wouldn't before? I personally don't think there is.

In which case, it provides an average of 1/6 more damage resistance than previously - equal or worse than a depleted interceptor. On the Dag'kar, that is every other turn, or equivalent to 1/12 more damage and crew, about 2.5 more damage points and 3 more crew.
 
Triggy said:
Everyman said:
We played a few games with the new rules. A Narn vs. Centauri and several Narn vs. Vree game and I do not think that the new CBD is overly powerful.

While it does add to the every other turn survivability of the Dag'kar, the ship that really seemed to refuse to die in our smaller games vs. the Vree was the Sho'Kov. Personally I feel that since it is a fairly weak Patrol ship compared to the Vree, this seemed to even out some but clearly allowing the "hope-for-a-lucky-crit" Sho'Kov ships to remain in the game longer gave the Narn movement sinks longer to live (even though they now had to be squadroned which reduced the amount of them) and eventually allowed them to score an annoying lose of weapon(s) in one arc crit that the Vree just so love.

In the larger games, it was a bit helpful on the first turn against long range bombardments on the big ships but then reduced their firepower too much to generally merit its use on them.
It's definitely the Sho'Kov that's the one broken ship with this rule. The irony being if it didn't have its piddly little weak gun then it would be fine!

True it is one of the ships that gets a disproportionate benefit from the rule. It would also bother me more if the ship had a weapon better than 1d. If it is problematic for the Sho'Kov alone perhaps a rule that it is too small (i.e. doesn't have enough blast doors) to use the rule. I don't think it is necessary, but I wouldn't object to it either since it IS awfully small.

I merely disagree with the earlier argument that it is that powerful on a dag'kar or a var'nic as those ships are coughing up noticeable firepower to use it. They are electing to trade firepower for survivability. How much firepower is surrendered varies by ship, but on those 2 the amount is noticeable. Those 2 are some of the worst arguments for the rule being broken IMHO.

Ships which lose little for using CBD and consequently will likely use it with impunity: G'Tal, G'Quan, Ka'Tan, Sho'Kov, Sho'Kar, G'karith, T'Loth, T'Rann. These ships generally have one-shot e-mines or secondaries so weak, ineffective or short range in comparison to their primaries that there is little incentive to use them.

The T'Loth/T'Rann pair are supposed to be bricks so they should be using it unless they actually need their secondaries.

The Sho'Kar merely needs to stay alive to do its job. It may as well be armed with silly-string because it shouldn't be in a position for its weapons to matter. It also doesn't bother me that this ship survives longer beause it is unlikely someone is going to lose a match because of that.

The rongoth/rothan pair can be in this group merely because they suck so much CBD can only help them survive so that they can suck a little less. Maybe someone will actually play one in 2e.

Ships which lose significant firepower on CBD: Ka'Bin'Tak, Bin'Tak, G'Vrahn, G'Quonth, G'Lan, Var'Nic, Dag'Kar, G'Stenn, Ka'Toc. With the exception of the G'Stenn, these are all of the Narn's better, more versatile ships. On CBD they lose a lot of their versatility. That doesn't mean you willl never see them do it, but they pay a noticeable price.

That is why I don't think the rule is overly powerful. The ships which gain the most benefit from it have other handicaps that prevents them from being overpowered. In many cases, the new Narn CBD rule merely makes them viable to use.

The powerful ships have versatile weapon suites and consequently must sacrifice a noticeable amount of it to use CBD. It merely gives them a choice to CBD, survive longer and try to kill you slowly, or go balls-to-the-walls and try to blow you up before you blow them up. That seems to be the Narn way.

Tzarevitch
 
Greg Smith said:
I play Narn. I did rather well with them in 1e, but have done less well with them in 2e.

The big question is, is there any ship that you would put on CBD that you wouldn't before? I personally don't think there is.

In which case, it provides an average of 1/6 more damage resistance than previously - equal or worse than a depleted interceptor. On the Dag'kar, that is every other turn, or equivalent to 1/12 more damage and crew, about 2.5 more damage points and 3 more crew.

My point exactly. It isn't as earth-shattering as people are making it out to be.

Tzarevitch
 
I agree, it really isn't that overpowering. and didn't Matt state that with 2E the Narn were born again hard?

In a game last week CBD allowed my G'Quans to close within knife fighting range and then start using the secondaries, which is what they are suppose to do right?
 
Back
Top