question to centauri players

would you use a Amar with 4 fighters and better guns?

  • yes

    Votes: 0 0.0%
  • no

    Votes: 0 0.0%

  • Total voters
    0
katadder said:
like i said, keep the darkners matter cannons, but replacing the beams with 4 fighter flights and carrier 2 would work fine.

Not bad, just not sure why they would put a matter cannon on a carrier.... You want to keep your carriers away from the enemy not get them close...

I would suggest a cut down layout of the maximus, TPA 4AD, and keep the same particle gun.

This would make it a ship you want to keep away from the enemy (its fast and agile enough to do this most of the time) with a little punch if something does get close, and a bit of anti fighter to proctect itself from fighter runs.
 
Only thing is antifighter is changing so need to factor that into any revised ship designs here for 2nd Ed - makes it difficult to do when don't have the full facts but it is something to be conscious off..................
 
I agree wit Cordas. Those stats are bluring the line between skirmish and raid. Almost bordering on being broken for skirmish.
 
cordas said:
katadder said:
like i said, keep the darkners matter cannons, but replacing the beams with 4 fighter flights and carrier 2 would work fine.

Not bad, just not sure why they would put a matter cannon on a carrier.... You want to keep your carriers away from the enemy not get them close...

I would suggest a cut down layout of the maximus, TPA 4AD, and keep the same particle gun.

This would make it a ship you want to keep away from the enemy (its fast and agile enough to do this most of the time) with a little punch if something does get close, and a bit of anti fighter to proctect itself from fighter runs.

matter cannon is if the enemy get close, or to discourage them getting close. plus it then still bears some resemblence to the darkner. just losing the beams for 4 fighters and carrier 2.
 
Putting a matter cannon onto the Amar would turn it into a strike craft with fighters, not a carrier. You would simply dump your fighters asap and then charge into the fray to use the matter cannon (making it a great one off ship).

My thinking behind the weapons load out I suggested is to have it as a carrier, with no great weapons that are going make players want to rush it into combat. I suppose this is because I much prefer playing the game as a campaign than 1 off fleets.

As the debate about 2e, its not worth going into at the moment as there are far to many variables that we don't know about. If we can come up with a reasonable 1e version of the ship, then it should be fairly easy for MGP to convert that into 2e.
 
if you prefer campaigns then you wouldnt want ur Amar with matter cannons to go chargign off and die. you would want it to launch its fighters and survive.
 
Even though I am not a CEntauri player, I would like to see this shop and otehrs, which see little use in the game, get fixed and therefore see more action. For the armour. Fighters and carriers are a good idea, would add the port and aft weapons but not sure bout the matter cannon though.
 
The designers of the ship wouldn't want it to go charging off and die either.... Carriers are designed to stay back out of trouble, they wouldn't want to give any foolish captains any silly ideas.

Either way I think putting matter cannons on the Amar (unless its 1ad) will make it too powerfull as a Skirmish ship when it has 4 fighters and carrier 2.
 
lol the darkner has matter cannons and a beam. which is more killy than 4 centauri fighters anyway.
all i am talking of is removing the beam for the fighters/carrier 2
 
katadder said:
lol the darkner has matter cannons and a beam. which is more killy than 4 centauri fighters anyway.
all i am talking of is removing the beam for the fighters/carrier 2

It would still turn it into one of the hardest combat ships the centari have at skirmish... when you take its damage and crew into account. The Darkner is one of the better Skirmish ships out there.

Giving the Centari an extra 4 flights of fighters at skirmish level is very nice, particularly against fleets with heavy fighters such as the T-bolt. This means they can relax and not worry about taking other ships with fighters allowing them better ships. Without so much worry of getting fighter swarmed. The whole idea of carriers is to give fighter support, giving the Amar a 4AD turret with AF fits nicely into this picture as well, giving it a matter cannon just doesn't make much sense.
 
cordas said:
Not bad, just not sure why they would put a matter cannon on a carrier.... You want to keep your carriers away from the enemy not get them close...

I would suggest a cut down layout of the maximus, TPA 4AD, and keep the same particle gun.
.

they're not putting matter cannons on the Amar, they're putting fighters onto the Darkner :wink:
The amar is based on the Darkner hull so it inherits the basic design
 
cordas said:
Target said:
You mean something like this
Amar
Hull 4
Speed 10 2/45
Hits 25/6 Crew 30/6
Troops 2
Jump Point, Carrier 2
4 Sentri Flights
Fwd
Ion Cannon 2AD Twinlink,DD Range 15"
Twin Array 6AD Twinlink Range 8"
Port,Starboard & Aft
Twin Array 4AD Twinlink Range 8"
Decided it didn't need to be speed 12.
Doesn't look to bad, could even drop the aft arc to keep the Centauri feel.
Just guessing what ion cannons do as well.

What.... why so much firepower???? This is SUPPOSED to be a skirmish ship not raid!!!!

I would say drop the Ion cannon and most of the twin arrays, this is a carrier not a combat ship... 4 flights of fighters and carrier 2 is its selling point. It needs a couple of guns to protect itself but thats it.
4Ad to each side isn't extreme in fact it is patrol level, i would go with dropping the ion cannon but not anymore than that except 4AD in front in it keeps the Aft ones. It needs a resonable lvl otherwise just take a wings of sentri's instead. It is in now way a raid class firepower then all have Mattercannon & beam on top of that, remember a Corvan is 4Ad in every direction, the Balvarian has crap firepower but is hull 5 & a crap load of hits, the Amar is still hull 4 & no interceptors mean very fragile.
I can see why you take 2 over the Balvarian but it needs a little love to but same goes for Narn raid ships
 
If you want a stand off craft how about 4 dice of twin linked in fps arcs and 2 or 3 dice of ballistic torps in the fore arc with 4 fighters and carrier 2
 
I would think giving it the Carrier 2 trait and a slight bump in speed might be enough to get the Amar into play (possibly moving the 8AD around the ship a little to give it better defensive coverage). It would provide a fast drop ship to get your fighters behind a enemy. Particularly using the Rutarian Replacements to drop some anti-ship fighters on their aft. Light, fast and maneuverable to drop fighters where they're needed.
 
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