Those pesky Minbari

How do the SFOS Minbari work out?

  • Too hard

    Votes: 0 0.0%
  • About right

    Votes: 0 0.0%
  • Stealth really doesn't help us poor neutron laser packing, minibeam junkies and we need more damage

    Votes: 0 0.0%
  • they'd be better if the vorlons were any good

    Votes: 0 0.0%

  • Total voters
    0
Lagavulin said:
So don't use just 2 scouts and keep them fair enough apart that 1 AJP can't get more than 1. Also keep other ships and fighters where they can move to engage whatever comes out of the the AJP while it is at short range range.................
Centauri with patrol level scouts can take 4 without too much pain if they are that worried about Minbari.

well taking 4 scouts at raid level eats up 2 of your fleet points leaving you with 3 points of ships eg primus and centurion or 2 centurions and 2 vorchans.
the minbari player can spend 5 points on ships (they usually carry fighters and the minbari have THE best anti-fighter weaponry) so let's say 2 tigaras, a teshlan and a tinashi, so he's still equalling or bettering you in front line warships :roll:

A Minbari who leaves 2 of his ships off table turn one will leave very few ships on table for you to have to scout.

in the above example he leaves 2 ships on the table for only 1 turn! they're out of the jump point firing on you in turn 2 :evil:
another minbari player might prefer to drop the tinashi and take 2 teshlans etc
 
Ok - at raid level 3 scouts, for 1 raid point. So 3 Corvans and 4 Prefects

Minbari goes with your choice and uses 2 Tigaras a Teshlan and a Tinashi.

Turn 1 both Tigaras are off board. Open Jump points and cripple 2 Corvans. You moved you scouts first so get to move all your after the Minbarire finshed so concentrated fire on one ship - say the Teshlan - if you feel lucky take the Tinashi. 50/50 your surviving scout reduced the Teshlan to 3+ stealth (4+ for range). If it did you should hit it with 6 beams with CAF (not much of a gain so an alternative is to charge into matter cannon range with all power to engines) This gives you the added bonus of getting away from the Tigaras close range weapons next turn.

If the scout was successful you fire 6AD of SAP DD beam at a weak hull 5 ship. He fires 6AD at a tough hull 6 one, although they are precise . If not you should still be able to fire 3AD at him unless you are very unlucky.
 
You know, you can always drop fighters into the front Arc of a Jump Point after it has opened to restrict the incoming ships movement options.
 
You could also pick up some Vorchans to cover your backside. They're fast enough that anyone who does jump into your aft is going to have to choose between downing the Corvan or the Vorchan. So at a Raid of 5:
3 Corvan, 2 Vorchan, and 3 Prefects.
or
2 Corvan, 1 Wing of Sentri, 2 Vorchan, and 3 Prefects

If your opponent doesn't go for the AJP strategy, the Vorchans can still cause havoc with their fist full o' dice.

Then again, maybe replace the Prefects with Magnus'. Fewer dice, but each one comes with it's own Sentri and it can cover it's own backside pretty darned well.
 
I played a 5-point raid game against the Minbari tonight, practicing for the Wheel of Fire tourney and I stomped them.

He had: Tinashi, 2 Teshlan, 1 Neshatan.
I had ISA.

I lost my fighters and allied scouts. My whitestars survived. The Tinashi survived long enough to retreat off the battlefield.
 
Greg Smith said:
I played a 5-point raid game against the Minbari tonight, practicing for the Wheel of Fire tourney and I stomped them.

He had: Tinashi, 2 Teshlan, 1 Neshatan.
I had ISA.

I lost my fighters and allied scouts. My whitestars survived. The Tinashi survived long enough to retreat off the battlefield.

that's more than 5 points of minbari!

besides you're far better than the average gamer greg!
 
Then again said:
Good idea. 3 Corvans and 4 Magnus sounds like a reasonable raid force to me. Should work fairly well against anyone and will give options against the Minbari AJP used to kill a couple of Corvans
 
emperorpenguin said:
Greg Smith said:
I played a 5-point raid game against the Minbari tonight, practicing for the Wheel of Fire tourney and I stomped them.

He had: Tinashi, 2 Teshlan, 1 Neshatan.
I had ISA.

I lost my fighters and allied scouts. My whitestars survived. The Tinashi survived long enough to retreat off the battlefield.

that's more than 5 points of minbari!

besides you're far better than the average gamer greg!

Oops: that was Tinashi, 2 Teshlan, 1 Leshath. :oops:

I don't want to reveal the full make-up of my fleet until after the tourney. Sorry.
 
Oops: that was Tinashi, 2 Teshlan, 1 Leshath.

Heh. I had had a feeling you meant Leshath instead of Neshatan. I wonder what the reasoning was behind bringing the Leshath though. I'll assume he had his reasons for not taking another Teshlan, but if I had to choose another ship, I'd go with either a Tigara or a pair of Torothas. Torothas may be weak, but if you hide them next to the Tinashi until you close, all that up front weaponary can do some major damage.
 
Obsidian said:
Oops: that was Tinashi, 2 Teshlan, 1 Leshath.

Heh. I had had a feeling you meant Leshath instead of Neshatan. I wonder what the reasoning was behind bringing the Leshath though. I'll assume he had his reasons for not taking another Teshlan, but if I had to choose another ship, I'd go with either a Tigara or a pair of Torothas. Torothas may be weak, but if you hide them next to the Tinashi until you close, all that up front weaponary can do some major damage.

Haven't tried it, but always thought a Leshtath would be a good ship to jump in among the enemy. WIth 5+ stealth, it will have a slightly better survival chance than a Tigara and it has more all around Fusion cannon, though misses out on the DD/SAP weapons. Also since SFOS its Fusion cannon are the same range as the Tigara.
 
This part of tactics and what you have to consider. You do realize than by jumping he is also making a gamble that you won't hurt his ships badly without the firepower of the tigaras. If you move right you maybe be able as Lavulin mentioned to shoot then move in and blast them you'll still have scout on one or more ships in the 2nd turn. If you can close fast you can bring a log of matter cannons to bear and split dice to maximize damage. also remember he will want to open his jump point just as you engage his ships because he won't want to risk them being isolated, if he makes an error in judgement blow him away.

Also the teshlan only has a 20 inch range so if you move right he will have to rush the teshlan close and if you move scouts first you will see exactly where he is moving regardless of initiative until he jumps in.

Once in close you pretty much have him where oyu want him since he can't stand to you toe to toe. So play it out try to isolate them and blow away the group that seems to be a better option. Even with stealth on the minb you are tougher. He won't outnumber you until he jumps in. If he wants to jump in with his Tinashi or teshlan, he's welcome to do so. Just use all stop. Let him come to you. If he opens up jump gates he won't be able to really flank you depending on the scenario. He can't open jump gates off the map. You'll be able to use all stop and pivot and counter if you need to.

Magnus or prefects will do well for you and the three scouts will help. But if you want scouts aren't really necessary at raid you'll find they'll come apart all the same so if you want add another ship. Centurions if you want or like suggested vorchans.


Here is something nice to try, put you scouts on the edge of the side table until you feel its a moot point. He is options will be limited since he would fly off the table if he didn't do it right. unless you are on a really wide table your scouts should still be pretty effective. Yeah he can still position himself in wacky ways to do weird things but his options will much more limited. His ships movements options will also be limited and possily delay an attack. A tigara will be put in a pickle because it does not have a lot of long range weponry so despite its speed and manueverabilty chance are it will have a hard time. This mainly to delay or force your opponent into a predictable position. If you slow down the tigara even a little thats more quality time the tinashi plays with your main battle force no matter what it is. His tigaras might find he has no force left.

Also unless you have really manueverable ships or are all stopped try to make sure he doesn't blow past you eventually he will so make sure you maximize your firepower. If you cripple or destory one ship a pass you'll be doing well and with your firepower you really should.

To be honest the AJP is a good trick the first time but eventually it can be a pain in the butt seperating your force too long while being minbari is a bad idea. You'll need a force capable of outmanuevering him constantly and against bigger numbers. He's better off manuevering as normal and using his speed and manueverability to pick you apart. Minbari will still be tough but its easy tog et ovrconfident with them and centaui of all races has a very good chance of beating them. 24 Ad matter cannon 12 AD battle laser make anything go boom pretty quick no matter what the stealth. especially if he can work in some all fire from long range don't dare do it close up unless he's crippled.








emperorpenguin said:
Lagavulin said:
So don't use just 2 scouts and keep them fair enough apart that 1 AJP can't get more than 1. Also keep other ships and fighters where they can move to engage whatever comes out of the the AJP while it is at short range range.................
Centauri with patrol level scouts can take 4 without too much pain if they are that worried about Minbari.

well taking 4 scouts at raid level eats up 2 of your fleet points leaving you with 3 points of ships eg primus and centurion or 2 centurions and 2 vorchans.
the minbari player can spend 5 points on ships (they usually carry fighters and the minbari have THE best anti-fighter weaponry) so let's say 2 tigaras, a teshlan and a tinashi, so he's still equalling or bettering you in front line warships :roll:

A Minbari who leaves 2 of his ships off table turn one will leave very few ships on table for you to have to scout.

in the above example he leaves 2 ships on the table for only 1 turn! they're out of the jump point firing on you in turn 2 :evil:
another minbari player might prefer to drop the tinashi and take 2 teshlans etc
 
Greg Smith said:
I played a 5-point raid game against the Minbari tonight, practicing for the Wheel of Fire tourney and I stomped them.

He had: Tinashi, 2 Teshlan, 1 Neshatan.
I had ISA.

I lost my fighters and allied scouts. My whitestars survived. The Tinashi survived long enough to retreat off the battlefield.

Allies, you woos!

LBH

EDIT: Having said that, I'd rather not play you in the tourney, I go t wooped by an ALlied ISa fleet at GENCON UK, I just prefer the 'cool' factor of all White Stars.
 
lastbesthope said:
Allies, you woos!

LBH

EDIT: Having said that, I'd rather not play you in the tourney, I go t wooped by an ALlied ISa fleet at GENCON UK, I just prefer the 'cool' factor of all White Stars.

Bring it on!
 
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