hiffano said:
nothing wrong with narn e-mines at all, they are what they are supposed to be, heavy hitting nuclearish explosions in space. they are slow loading, fire forward only, and on several ships only fire once. they break formations, and kill smaller ships, and only hugely concentrated numbers would do much to a larger vessel.
Well then maybe its just the people I play against, if the level of gamesman ship this weekend was anything to go by, its obvious to me now that the club environment I come from is exceptionally competitive and perhaps over aggressive.
Any narn fleet I could hope to come against in 2nd ed, at say 5 points battle following the 8 ship rule at mongoose, will include a G'Vrahn, 2 Dag'Kar, 2 G'Kariths and probably 2 Var'nic to support the G'Vrahn, or possibly another 2 Dag'Kar.
Now for any fleet that DOESN'T have a weapon above range 20, with at least speed 10, you AREN'T going to be able to return fire on above said fleet in one turn, unless you all power to engines.
That means for at least the first turn, and possibly the second, that narn fleet can expect to recieve little to no return fire at all. So first turn that fleet can kick out 3 narn emines, plus 2 "normal" ones, even against hi-hull ships that WILL sting. Go with the 4 dag'kar and thats bumped up to 5 narn emines. Now unless you move ships individually, and spread your battle line perilously thin, those emines will cop mulitple targets doing ap triple damage. I've seen entire squadrons of demos completely wiped out before firing, because its like driving into a brick wall at 100ph, and your telling me theres nothing wrong with that? And thats just in the bloody first turn! By the time the majority of a given fleet will have closed to a decent range, you may have done niggling damage, bar lucky criticals of course, so you can look forward to another load of that before you are sufficiently close to start trading knock down blows, if theres anything left at all by the time you get there.
While I agree with the point that on several narn ships they are one shot, which I think is okay, how many narn players, that know what they are doing are going to take them? Especially when they can take G'Karith for fighter clearance, leaving choice vessels like the G'Vrahn and Dag"kar to pick on juicy captiol ship targets.
No I'm sorry, but the narn emines on two ships in particular, need to be addressed. On every other point I will conceed the arguement.