Stilton at Dawn- Centauri/Narn Batrep

katadder said:
well dont forget that you get 2 sullusts for a battle point with more beam power than a primus ;) but then i can get 3 Ka'tocs or Ka'tans with triple the beam power of a g'quan :) or if was EA could get 2 hyperions for double the beam power of either an omega or a warlock. in fact it seems every race is able to outgun their battleships with smaller ships so guess the sullust cant be that broken.

The Hyperions and Ka'Toc also have a greatly reduced range on their races Battle choices.
 
is should hope so with either triple or double their races battle choices in beams, plus the ka'tocs are nearly twice the speed of a g'quan so range isnt as big an issue.
 
Yes but ever seen a Ka'Tan overshoot? Its really hard to get em back on track. (Stupid tanks)

I nearly had myself lose a Vorchan once, until i remembered it was crippled and thus at half speed. Otherwise oops there goes a ship. Yes i know you can all stop, and pivot the turn after, but that means is 2 turns ot of the battle, and if that is turn number 3 and 4, you might just as well shoot it into the sun.

And yes Narn are evil; yeah one game lost against SFOS WS+Minbari; otherwise unbeaten. But still, the Narn need a little bit more thought to play than Centauri. Uhh advance slowly and just CAF them to hell.

Centauri play a little like 40k, target choice is important otherwise, just advance as slowly as possible. Narn are different from that, boresighting and fast, deadly, but potentially fragile ships make you think harder. Prefects are seriously tanks in space (Like the hind is a tank become chopper), just advance and fire as you go. Not all Centauri ships behave like that, Demos and Vorchan hunting packs are cool, but need more thought than the Prefect tank rush.
 
And hope to beat hull 6? AT least theyre weak anyway.

Sure it works. Every other turn. one e-mine launhcer can hope to take out one or two ships every other turn. 6AD only. And dont mention the Dag'Kar, its a deathtrap. Hull 4 sheesh, the sag has 5 and is a lvl lower.

Plus skirmish and raid lvl ships do not get ionics. The fastest you can get is a G'Quan. If the table allows, thats still some dead Ka'T** before the launcher gets to work, and even then, its not going to be that great.

If you concentrate on a e-mine heavy fleet, it might work, but then again youre playing narn tanks versus Centauri tanks. We were kinda going on about, how Narn heavies have a hard time supporting the Narn lights.

And if you want to deviate further, other races do not have ionics.

I love Narn, but i dont think, that one or two ionics are going to cut it. Onbe ionic has a 33% chance of failing. Not what i consider a good bet.
 
Voronesh said:
And hope to beat hull 6? AT least theyre weak anyway.

Sure it works. Every other turn. one e-mine launhcer can hope to take out one or two ships every other turn. 6AD only. And dont mention the Dag'Kar, its a deathtrap. Hull 4 sheesh, the sag has 5 and is a lvl lower.

Plus skirmish and raid lvl ships do not get ionics. The fastest you can get is a G'Quan. If the table allows, thats still some dead Ka'T** before the launcher gets to work, and even then, its not going to be that great.

If you concentrate on a e-mine heavy fleet, it might work, but then again youre playing narn tanks versus Centauri tanks. We were kinda going on about, how Narn heavies have a hard time supporting the Narn lights.

And if you want to deviate further, other races do not have ionics.

I love Narn, but i dont think, that one or two ionics are going to cut it. Onbe ionic has a 33% chance of failing. Not what i consider a good bet.

Just to clarify, the Raid ship DOES get Ionics, the Dag Kar can be loaded with the same variety of e-mines as the g'quan or BinTak, only the G'Karith cannot take varients. And yes, the Dag'Kar was never the same after e-mines, and the ship got astoundingly downgraded in SFOS. Arguably the best raid ship by a mile beforehand, it became something of a specialist only useful in a campaign.
 
Diverting back off the beaten "track" :lol: (okay, where's me coat? :oops: )

Captain David the Denied said:
Plenty more American tankies where they came from, right?

Perhaps but they were also called "Tommy cookers" for a reason too, and we didn't have hordes of Tankies. (Stupid petrol engines)
 
just have a dag'kar with 4 tubes of ionics, still damages the enemy as weak and if you actually read the ionics rules you dont have to hit the ship to actually nueter their SAs, just any within the blast radius, so thats 4 6" diameter blasts should cover most the centauri fleet, through a couple of ion torps at a prefect to hope for a crit as well. the ionics last thru next round too so by the time they can use SAs tyou are reloaded and good to go. also remember range 30 on all dag'kar weapons, highest range in centauri fleet is 25" and if they steamrolling forward to get to your dag'kar (s) then they playing into your hands.
 
Now if you would be reading rules (I cant cause ive been 7 weeks away from my rules with another 2 weeks to go. Oh yes i dont use ionics, no big use in oneshot games) you would realize that Octurions kinda spire to 35 inches, which is quite a bit more than the Dag'Kar can manage. And as you said yourself, it is barely worth the effort. In big battles it might be nice for the first turn, but it wont live any longer than that. Plus theres the tactic to simply stay so far away from the enemy that a Dag'Kar might be out of range first turn.

Also part of the discussion was how to support Narn skimirshers with heavy ships. Using a Dag'Kar gives you quite a boost first and second turn, but a single ship (even with 4 launchers) wont cover all enemy ships. Tables tend to be bigger than that. Any more Dag'Kars that one and youre just sacrificing your fleet. Sure you decrease the enemies ability to CAF, but you are decreasing your own fighting ability with both hands.

Plus the Centauri doesnt have to steamroll forward. If you lose initiative for the first turn. High battle, because Dag'Kars are better there, the Centr might just have a Octurion, so now he outclasses you by 2 in the ini department. So if he holds initiative, the 6 AD Battlelaser from the Octurion might just make short work of your Dag'Kar. Plus if he sacrifices one Sullust or Prefect to tag your Dag'Kar first turn, its still a good deal for him. Both are raid.

Yes the Dag'Kar has its uses, but i dont see it as useful in a general sense. The firepower is too crappy and survivabilty is low, and nil compared to the rest of the fleet.
 
Always thought the D'Kar should have more Ion torps than E-Mines.
Isn't it called a missle frigate not a mine frigate. Didn't earth give the narn missle tech eg Ion Torps
 
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