Tzarevitch
Mongoose
Always glad to liven up a fellow Narn's day.
Tzarevitch
Tzarevitch
Tzarevitch said:Anyone know how many dice the G'Quan has on its beam and if it is still boresighted?
Tzarevitch
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
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