Second Ed. Narn, Keep buying Skirmish Lv ships?

Tzarevitch said:
Anyone know how many dice the G'Quan has on its beam and if it is still boresighted?

Tzarevitch

4AD boresight (at least in rulebook - have not got fleetbook yet !) :)
 
With Burger Ship-Viewer online:

(where are the options for taken skirmish-ships? )


G´Quan in 2nd is waste. (like him more in 1st, 2 ship breaker e-mines + 1 fighter killing short charge)

Ka´Tan is gone - Ka´Toc is the new favorite.

What non skirmish ships will a Narn player take in 2nd?

I don´t see them.
(maby i´am stupid? )

CU
 
I gave a pretty good going over when I got chance to see the Fleet List. its not quite the total revamp that other fleets got; the play style for Narn is essentially unchanged, but they have a much better and logical fleet breakdown now.

Skirmish level Stuff

Ka'Toc is basically the same, although the Beam dice got bumped to 3 ad I believe and some of the pulse cannon AD got redistributed. Ka'Tan dumped the second laser for a 4 or 5 AD Emine; otherwise unchanged. Thentus unchanged. Rothan/Rongoth lost a lot of their durability but still vey hefty for Skirmish level, and gained quite a bit speed and turn wise; they are now proper fleet escorts instead of degunned battleships; weapons fit is the least changed, but still essentially allround gunboats. T'Rakk fill the same role as Rothan/Rongoth; mix and match as required cause neither set of ships has anyone clear cut advantage

Raid level

This part saw the most changes. Only the T'Loth is mainly the same as 1e, everything got severe tweaking. T'rann now a proper Carrier, 6 Flights I believe, and has Carrier 2 or 3, no Fleet Carrier trait though. Var'Nic is raid, and its supremely sublime now; bit easier to kill as it lost Hull 6 and Damage/crew; but all other stats and weapons are very close to 1e specs. Dag'Kars much more survivable and much more lethal; its Ion torps doubled in AD and it has 6 AD SL of the new shiny and extremely deadly Emines; AP and TD aint nothing to sneeze at. G'Sten got its stats bumped up to raid level, but weapons, surviablility, and toughness are still equivalent to its 1e skirmish incarnation. G'Karith got the same; its big difference is the rear firing pulsar mines are gone and the front ones got beefed up AD.

Battle

G'Quan born again hard, beams now 4ad, and the pulse cannon/ion cannon batteries gained additional dice in every arc It has the same 6 AD of EMines the Dag'Kar has, but now one-shot, which is all it really needs to be honest. its variants I don't really remember; the command one got bumped down to battle now, useful for only low PL games.

War

IMO Narn got War goodies aplenty now, kid in the candy store and all that. Bin'tak still slow and built like a tank, only it has even MORE guns now; I think the F Arc Ion Cannon have over 20 AD. G'Vrahns fast, hits like a hammer, got everything and the kitchen sink; fighters and getting flanked might be an issue, its P/A/S arcs are still abysmal. As for the G'Quonth, it struck me that thing was useable now but I don't remember why; ti got some wrinkle to it that neither the G'VRahn or Bin'Tak do well.

Arma

Duuh, Ka'Bin'Tak. Still a Bin'Tak on steroids, it will annihilate any Battle PL ship with 8 inches of F Arc; boom and gone. War level stuff would prolly be crippled. Oh ya, its Emines are SL like the Dag'Kars are, not one shot like G'Quan and Bin'Tak.


Weapons

Ion Cannons lost Weak on every ship I saw, and most em gained a few dice. Knife range is a VERY unhealhy place now for anything thats not hull 6, no matter what arc. Pulse cannons still roughly the same, although range on some of them got bumped out to 10 or 12" now. The king of the weapons now is the New Emine. AP and TD, now a very serious threat; even hull 6 ships will take some major damage from just one shot of them. Poor Minbari, I stopped bit@#$ about Stealth when I saw these. 2 Dag'Kars can cause almost as much damage as a Vorlon HC potentially, even without crits or Beam, 2 Dag'Kars and 2 Ka'Tans WILL kill anything want to Battle PL or lower.



Hope you like your new Narn!!. If the ships weren't SUCH a PITA to paint, I'd buy another fleet box and start playing them again
 
angelus2000 said:
I gave a pretty good going over when I got chance to see the Fleet List. its not quite the total revamp that other fleets got; the play style for Narn is essentially unchanged, but they have a much better and logical fleet breakdown now.

Skirmish level Stuff

Ka'Toc is basically the same, although the Beam dice got bumped to 3 ad I believe and some of the pulse cannon AD got redistributed. Ka'Tan dumped the second laser for a 4 or 5 AD Emine; otherwise unchanged. Thentus unchanged. Rothan/Rongoth lost a lot of their durability but still vey hefty for Skirmish level, and gained quite a bit speed and turn wise; they are now proper fleet escorts instead of degunned battleships; weapons fit is the least changed, but still essentially allround gunboats. T'Rakk fill the same role as Rothan/Rongoth; mix and match as required cause neither set of ships has anyone clear cut advantage

Raid level

This part saw the most changes. Only the T'Loth is mainly the same as 1e, everything got severe tweaking. T'rann now a proper Carrier, 6 Flights I believe, and has Carrier 2 or 3, no Fleet Carrier trait though. Var'Nic is raid, and its supremely sublime now; bit easier to kill as it lost Hull 6 and Damage/crew; but all other stats and weapons are very close to 1e specs. Dag'Kars much more survivable and much more lethal; its Ion torps doubled in AD and it has 6 AD SL of the new shiny and extremely deadly Emines; AP and TD aint nothing to sneeze at. G'Sten got its stats bumped up to raid level, but weapons, surviablility, and toughness are still equivalent to its 1e skirmish incarnation. G'Karith got the same; its big difference is the rear firing pulsar mines are gone and the front ones got beefed up AD.

Battle

G'Quan born again hard, beams now 4ad, and the pulse cannon/ion cannon batteries gained additional dice in every arc It has the same 6 AD of EMines the Dag'Kar has, but now one-shot, which is all it really needs to be honest. its variants I don't really remember; the command one got bumped down to battle now, useful for only low PL games.

War

IMO Narn got War goodies aplenty now, kid in the candy store and all that. Bin'tak still slow and built like a tank, only it has even MORE guns now; I think the F Arc Ion Cannon have over 20 AD. G'Vrahns fast, hits like a hammer, got everything and the kitchen sink; fighters and getting flanked might be an issue, its P/A/S arcs are still abysmal. As for the G'Quonth, it struck me that thing was useable now but I don't remember why; ti got some wrinkle to it that neither the G'VRahn or Bin'Tak do well.

Arma

Duuh, Ka'Bin'Tak. Still a Bin'Tak on steroids, it will annihilate any Battle PL ship with 8 inches of F Arc; boom and gone. War level stuff would prolly be crippled. Oh ya, its Emines are SL like the Dag'Kars are, not one shot like G'Quan and Bin'Tak.


Weapons

Ion Cannons lost Weak on every ship I saw, and most em gained a few dice. Knife range is a VERY unhealhy place now for anything thats not hull 6, no matter what arc. Pulse cannons still roughly the same, although range on some of them got bumped out to 10 or 12" now. The king of the weapons now is the New Emine. AP and TD, now a very serious threat; even hull 6 ships will take some major damage from just one shot of them. Poor Minbari, I stopped bit@#$ about Stealth when I saw these. 2 Dag'Kars can cause almost as much damage as a Vorlon HC potentially, even without crits or Beam, 2 Dag'Kars and 2 Ka'Tans WILL kill anything want to Battle PL or lower.



Hope you like your new Narn!!. If the ships weren't SUCH a PITA to paint, I'd buy another fleet box and start playing them again

skirmish - the ka'tan has a 2AD e-mine, the ka'toc always had 3AD of beams. the rongoth was raid 1e so is downgraded slightl (no hull 6).

Raid - t'rann now carries 8 fighters. var'nic is still hull 6 but with less damage.

ka'bin'tak is actually been increased in damage.

pulse - most are still range 8, some are range 10 though.

dunno where you get your info from angelus but its not very accurate.
 
angelus2000 said:
I gave a pretty good going over when I got chance to see the Fleet List. its not quite the total revamp that other fleets got; the play style for Narn is essentially unchanged, but they have a much better and logical fleet breakdown now.

Skirmish level Stuff

Ka'Toc is basically the same, although the Beam dice got bumped to 3 ad I believe and some of the pulse cannon AD got redistributed. Ka'Tan dumped the second laser for a 4 or 5 AD Emine; otherwise unchanged. Thentus unchanged. Rothan/Rongoth lost a lot of their durability but still vey hefty for Skirmish level, and gained quite a bit speed and turn wise; they are now proper fleet escorts instead of degunned battleships; weapons fit is the least changed, but still essentially allround gunboats. T'Rakk fill the same role as Rothan/Rongoth; mix and match as required cause neither set of ships has anyone clear cut advantage

Raid level

This part saw the most changes. Only the T'Loth is mainly the same as 1e, everything got severe tweaking. T'rann now a proper Carrier, 6 Flights I believe, and has Carrier 2 or 3, no Fleet Carrier trait though. Var'Nic is raid, and its supremely sublime now; bit easier to kill as it lost Hull 6 and Damage/crew; but all other stats and weapons are very close to 1e specs. Dag'Kars much more survivable and much more lethal; its Ion torps doubled in AD and it has 6 AD SL of the new shiny and extremely deadly Emines; AP and TD aint nothing to sneeze at. G'Sten got its stats bumped up to raid level, but weapons, surviablility, and toughness are still equivalent to its 1e skirmish incarnation. G'Karith got the same; its big difference is the rear firing pulsar mines are gone and the front ones got beefed up AD.

Battle

G'Quan born again hard, beams now 4ad, and the pulse cannon/ion cannon batteries gained additional dice in every arc It has the same 6 AD of EMines the Dag'Kar has, but now one-shot, which is all it really needs to be honest. its variants I don't really remember; the command one got bumped down to battle now, useful for only low PL games.

War

IMO Narn got War goodies aplenty now, kid in the candy store and all that. Bin'tak still slow and built like a tank, only it has even MORE guns now; I think the F Arc Ion Cannon have over 20 AD. G'Vrahns fast, hits like a hammer, got everything and the kitchen sink; fighters and getting flanked might be an issue, its P/A/S arcs are still abysmal. As for the G'Quonth, it struck me that thing was useable now but I don't remember why; ti got some wrinkle to it that neither the G'VRahn or Bin'Tak do well.

Arma

Duuh, Ka'Bin'Tak. Still a Bin'Tak on steroids, it will annihilate any Battle PL ship with 8 inches of F Arc; boom and gone. War level stuff would prolly be crippled. Oh ya, its Emines are SL like the Dag'Kars are, not one shot like G'Quan and Bin'Tak.


Weapons

Ion Cannons lost Weak on every ship I saw, and most em gained a few dice. Knife range is a VERY unhealhy place now for anything thats not hull 6, no matter what arc. Pulse cannons still roughly the same, although range on some of them got bumped out to 10 or 12" now. The king of the weapons now is the New Emine. AP and TD, now a very serious threat; even hull 6 ships will take some major damage from just one shot of them. Poor Minbari, I stopped bit@#$ about Stealth when I saw these. 2 Dag'Kars can cause almost as much damage as a Vorlon HC potentially, even without crits or Beam, 2 Dag'Kars and 2 Ka'Tans WILL kill anything want to Battle PL or lower.



Hope you like your new Narn!!. If the ships weren't SUCH a PITA to paint, I'd buy another fleet box and start playing them again

hmm, I must have a very different fleet list to you?
 
The onyl thing that makes me still chuckle is the G'Quanth. It has a bit more firepower than a Bin'Tak now (1e was just laughable with less of everything). But it still loses on Command bonus, fighter escort but most important it has 30 less damage and 25 less crew. I still dont think that that makes up for the little firepower bonus.

Sure its cool to turn a G'Quan into a monster of a war lvl ship instead of battle, but it doesnt strike me as equal to the Bin'Tak, do those few AD and a reloading E-mine really make up for less damage? Or am i just used to Narn sturdiness that i cant appreciate its firepower?
 
i think the g'qounth will get far more use than a bin'tak because of the increase firepower. ok overall it only has a few AD more in each weapon. but the slow loading e-mine is a huge firepower boost over a bin'tak unfortunately.
personally i would have done away with this variant as with the g'vrahn and bin'tak there then there wasnt a need for it.
 
I love the way the Narn models look, but being dependant on boresight beams and e-mines at anything over spitting distance kills any desire to play them for me. Give me some range on my weapons!
 
I played a 5 Raid Centauri V Narn game last night. The Narn are indeed tough ships, and I'd not overly worry too much about being able to survive closing with an enemy. While a battered Dargan managed to escape by some crazy planet orbiting and Jump Point shenanigans, the Narn fleet was badly damaged, however I only managed to destroy a Sho'Kos and cripple a G'Quan (with the help of the drifting then exploding Sho'Kos). All the other Narn vessels were still in good fighting shape. The Centauri were being led by the Primus named "Spaceball 1" for its inability to shoot anything with the foreward lasers.

AP, TD E-mines are nasty. Being able to re-load them (even Slow) is a powerful thing. The G'Quonth looks like it could be a sound choice at War as that is a scary weapon load out despite it not having the staying power of a Bin'Tak or the Tech of the G'Vrahn. If you want anything else other then long range bombardment type fire power then take the Bin'Tak or G'Vrahn.
 
Yes before my heavy loving of Ship-killers (yer i know Ship-breakers but my name sounds better), i actually called a G'Quans laser its secondary weapon, and its pulse and particle guns its primary weaponry. Plus never underestimate the survivability of Narn ships. Sometimes they just dont want to die.

Had fleet of G'Quans and Rongoths, trust me, no enemy would ever consider that aan easy fleet to kill or quickly. We had a game of ISA+my Narn vs a Minbari opponent. WS can go pop so easily, but my ships hung on more than twice as long.....(and some lucky crits actually made us win the game) :D.

EDIT: I guess the G'Quonth really is no more than a long range vessel (ok now that is an alien thought for me......). I do possess a Dag'Kar, but that was less then generally useful in SFOS, so i relied on the standard beasticks. Its just that the G'Vrahn offers the same E-mines as the G'Quonth, far morre survivability and instead of Ion torps a big Mag Gun....
 
Back
Top