Starting A Narn Mega Campaign, Need Advice

Jaik

Mongoose
Well, as the topic says, I'm writing a 10-point War Narn list. I was planning to play ISA, but the firepower of the Narn were just too much to resist and I love the models.

So, my plan:
2 x Bin'Tak
2 x Var'Nic
2 x G'Quan
1 x T'Loth
2 x T'Rann
3 x Dag'Karr
3 x Rongoth
2 x Sho'Kar
2 x Thentus
2 x Ka'Tan
3 x G'Karith
3 x G'Sten

That looks like an awful lot of ships, so someone should probably check my math. I know I don't have any patrol ships, but I'm not sure how big of a deal that would be...

Anyway, thoughts, problems, glaring weaknesses?
 
well using standard CTA swaps i only count 9 war points there and thats not even if we enter armageddon breakdowns :)
you might want a couple of patrol choices for the smallest games but they are not overly important, just so you dont get outnumbered. take the torpedo variant tho as at least it has the range with a precise weaopn to do something.
 
I think you might be a little top heavy actually. I'd drop one of the Bin'Taks as the majority of your battles are going to be between Skirmish and Battle. Odds that you'll have two of these out in the same campaign turn is pretty slim. Use the points to beef up your Raid ans Skirmish level ships. They will see a lot more action. Also, you want to have a decent number of initiative sinks on the board so you can line up the boresight weapons on ships like the G'Quan.

Also, as a shameless plug, pull down the combat sim in my signature below and run through the damage outputs for the various ships to get an idea of just how combat effective they are. The results can really surprise you at times.
 
Your list is a tad top heavy, try to slim it down to lower priorities a little. I would however give serious Thought to the G'Vrahn as an alternative to the Bintak. in the mid range, I'm not sure about taking any T'Rann's, your points could be better spent with other ships, and some wings of Frazi'sif you really want fighters. Also consider bulking out a few more Ka'Tocs/Thentus, these ships are the workhorses of any Narn fleet and will see much more action than anything else. Don't rule out the Torpedo cutter, it caries a precise torpedo, has dodge, and is a fantastic little initiative sink. I've taken out a trolligan with one, always fun!
 
I don't know what other races you are up against. But this is the 10pt war list I would use.

1 x Bin'Tak
1 x G'Vrahn

3 x G'Quan
1 x G'Lan
2 x Var'Nic

1 x T'Loth
1 x Rongoth
3 x Rothan

5 x Ka'Tan
5 x Ka'Toc
3 x Thentus
3 x Sho'kar
2 x G'Karith
2 x G'Sten

2 x Sho'Kov
2 x Gorith Flights

This gives you a choice at War level - mass power or speed and agility. At battle level - again a nice choice depending on oppsition. Raid level - the trust Rothan as has no boresight so very useful. A nice big slection at skirmish - plenty of firepower avaialble. Plus some torpedo cutters as initatuive sinks and some goriths for dogfighting
 
I notice a lack of T'Rakk and Dag'Kar. These seem like they would be pretty nice ships, but if nobody's using them...

Off to add more light craft to my fleet...

Edit: About the other races, I know of a Vree, a Raider, several EA, a probable Centauri, and a probable Narn (Traitors! Mine is the true Narn fleet!). One of the EA players may switch to ISA, not sure.
 
the T'Rakk offers very little in terms of it's priority, the Ka'Toc/Ka/Tan and Thentus's are much better options. The dag Kar is quite specialist, but is also a huge target for anyone wanting to protect fighters. and it is somewhat breakable. if however you get to ambush someone, loading a dag kar up with ship busters makes a real mess.
 
The T'Rakk is a reasonable ship in the right circumstances, and to be honest I simply forgot about it..hence its exclussion. I would consider taking a couple, they have reasonable survivability and their weapons work better at higher priorities against high hulls were weak doesn't matter. The Dag'Kur is a ship you should stick to specialist missions as its basically a sitting duck - waffer thin armour, poor survivavbility and few weapons - I am with hiff on this one - ambush scenarios with ship busters are okay for it, thats about it.
 
The G'Vrahn is an excellent ship against many of your opponents - especially the Vree where its good manevourability and interceptors will really help. A narn ship with interceptors.. excellent!! Wish there a few more...come on ISA share that tech!!
 
The T'Rakk suffers from having other ships do what it does better in every role but one and that one will come up so rarely and the boost over a Thentus be so minor that you might as well not have it. The T'Rakk isn't a bad ship. It's just a ship that's trying to fit itself into the already superb Narn Skirmish lineup and thus fails to do so.
 
Jaik, what forces are you likely to be up against? Some ships fair better against some opponents than others.
 
i would go with a dag kar, i used one last night against a 10 point vorlon raid its first turn it took out a transport & gave a light cruiser a good kicking (16 ad worth of ship busters was a site of beauty :) )
 
the Dag'Kar most of the time is a one shot wonder - one lot of ship breakers away and then thats it.. wafer thin hull 4 armour..anything gets thru..beams riun them. Specialist ships only as they go "pop" very very easily!!
 
The only certainty is a Vree player. I'm about 80% certain about a Centauri player and another Narn. Another will most likely go EA or ISA. I've also heard about "a bunch" of people going Narn and/or EA. I was planning to ISA myself, but I tried them and just wasn't happy with the small number of dice I was rolling, no matter how many neat adjectives they came with.
 
well if your playing against Vree and EA, the G'Vrahn will be an excellent choice for you - those interceptors will really prove useful. The Centuari will be your hardest opponents ( nasty beams ) plus if one player takes ISA - bring along those ships with E-mines - excellent at taking out whitstars as they ignore dodge!!:) rememebr you will need to use mass of numbers - hence lots of skirmish ships so you can line up boresights. Also having ships without is very useful - hence the rothan - tough ship without bore weapons
 
Well, the campaign was supposed to have started last night, but organization is a bit lacking, so it's being held off for at least another week. I did get a chance to play against EA in a 5-point battle. The other player definitely seems to prefer larger-scale games, as I rolled up a skirmish, but he wanted to go higher. I managed to stop short of War, as that wouldn't have finished.

Heeding the advice here, I went heavy on raid and skirmish ships, fielding: 1 G'Quan, 2 Ka'Toc, 2 Rongoth, 1 Sho'Kar, 4 Sho'Kov, 3 Thentus, 2 T'Loth. I took a little heckling from the peanut gallery for not having any Dag'Kars (and using counters).

He had: 1 Apollo, 2 Marathon, 3 Chronos, and 1 Delphi.

As soon as he saw how many ships I had, he wanted to quit, but I wanted to roll some dice, darn it! It turns out he was right as I shot holes in everything. The T'Loths drew incredible amounts of fire and just soaked it up while rolling enough dice to seem scary. The Sho'Kovs didn't do much shooting-wise but they did allow me to move all my boresight ships last, so that's a great force multiplier.

I ended up destroying 2 Chronos (the last jumped out), the Apollo, and a Marathon. The Delphi jumped out as did the other Marathon, but it was 3 hull points away from being crippled.

For the actual campaign, I've roughly settled on: 1 Bin'Tak, 2 G'Quan, 2 Var'Nic, 5 Rothan, 4 T'Loth, 4 Ka'Toc, 2 Sho'Kar, 6 Thentus, 4 Sho'Kov, 6 Gorith flights.

Since I'm new, I decided to use simple point breakdowns, so no Armageddon trickery. I'm also sticking with only 1 variant per hull type to help keep it all straight. I realize that I am boresight-heavy and I am reconsidering the Dag'Kars, which would both reduce my dependence on boresighting and give me some options with AOE.

Thoughts on changes I should make?
 
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