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
You VERY clearly said that the Minbari would have an advantage for the next 3 weeks until new tactics were put out.

While I am sure that Matt can defend himself just fine I am getting a little tired of the whining from your particular direction. After reading a few comments on the board he was nice enough to write and publish an article about tactics he uses in his games to defeat the Minbari. He's not going to introduce a new set of rules but give us some examples of how to best utilize the tools already at our disposal. So far we've identified 5 ways to deal with the Minbari problem.

1. Scouts
2. Scanners to Full
3. Closing the range
4. Numerical Superiority
5. Splitting Attack dice

Now, before you go off and tell me all the ways the minbari can beat these items and start your "woe is me" routine again, stop and think of what other things can be done to deal with them. There are probably a few other things out there that every fleet can use that we simply haven't thought of yet.
 
Tal Hawkins said:
You VERY clearly said that the Minbari would have an advantage for the next 3 weeks until new tactics were put out. If it takes new tactics that no one else has thought of to this point to take the Minbari on as an equal foe then quite obviously the Minbari are overpowered compared to the other choices.

So tell me what part of that is putting words in your mouth?

Umm, the part where I didn't say any of that. Tactics no one has thought of? Think of them! That is part of the game - otherwise, we would be doing nothing more than rolling dice against each other. . .

Seriously, you are hearing things I have not said. I did not say the Minbari will have an advantage for three weeks, and I did not say that we had intentionally made them more powerful.

I _did_ say there would be an anti-Minbari tactics article in 3 weeks and that we had intentionally made Minbari a tactical problem - the same is true, however, of most other fleets. Ask fighter jocks what they think of Narn, or enemies of the ISA what they think of White Stars, as just two examples.

To put this whole debate into context. . .

The issues seem to be the increase in Damage and Crew of Minbari ships, as well as a rise in the AD of their Beam weapons.

Most ships got a boost in their Beam weapons and most War level ships got an increase in Damage and Crew (the whole PL needed a little boost here and there as these ships were a little vulnerable for my likiing in the old rules).

As got the Minbari specifically, we raised them up because some were just not competing at their PL (the Tinashi springs to mind) but, most importantly, we gave other fleets the ability to erode the importance of Stealth - the Minbari had to have something in return or they would be owned by any League fleet that got its act together.

The result of this is that games against the Minbari _can_ be far less random, with the final result being based less on luck - I am sure we have all had games were Stealth either worked all the time or may as well not have been there. This means the balance is shifted, slightly, away from pure luck and on to player tactics. You cannot beat a string of 1's but you can alter the odds more in your favour.

Why do this? Because it does not change the complexity of the game (even with SFoS, there are very few new rules introduced, and most of them are for special cases) but it does increase the depth. That is, players will find the rules easy to learn but potentially hard to master - something we try to put into all our games, to an extent.

There is another factor to consider when it comes to balance between the fleets - the fleets are indeed balanced, but they are balanced assuming both players involved know the rules and are experienced tacticians (in CTA terms).

This means there will invariably be some fleets that are easier to grasp than others if you are looking to get the full effect out of them. The Minbari are probably one of those (at least at high PLs - the emphasis on fleets shifts with the size of game too). The ISA are a more 'advanced' fleet that will require a greater understanding of tactics (especially at low PLs - White Stars are good but they are not the answer to everything).

The choice comes down to this - do you want a game where absolutely everyone has an even chance of winning, or do you want one that rewards players that stick at it? The former is easier to accomplish but will be more random and reward dice rolling over tactics. The latter can throw up oddities for beginning players (and you are all beginners where SFoS lists are concerned :)) but should make for greater longevity in the game.

Back to the Minbari - we have given you the tools to defeat them and given the Minbari a fighting chance of maintaining a balance against those tools when they are employed. Don't use the tools your fleets have access to and the Minbari probably will own you. . .
 
hiffano said:
really? must watch that again. I know it was slated quite a lot but I enjoyed it last time :) Obvioulsy B5 TV jumpgates don;t cause as much damage as ACTA SFOS jump gates.. :?

Oh, we toned them _way_ down in the game. Check out the damage caused in the film In the Beginning. . .
 
Obsidian said:
You VERY clearly said that the Minbari would have an advantage for the next 3 weeks until new tactics were put out.

While I am sure that Matt can defend himself just fine I am getting a little tired of the whining from your particular direction.

Oh I am sorry. I must have missed the part in the forum rules where my posts have to be run past you to make sure they give you happy fuzzies inside.
 
msprange said:
hiffano said:
really? must watch that again. I know it was slated quite a lot but I enjoyed it last time :) Obvioulsy B5 TV jumpgates don;t cause as much damage as ACTA SFOS jump gates.. :?

Oh, we toned them _way_ down in the game. Check out the damage caused in the film In the Beginning. . .
And in "A Call to Arms" :D. Victory and Excalibur kill about half a dozen Drahk raiders between them when they open their jump points.
 
Matt

or any other Mongoose

Could you give us an official ruling on the 'how many ship's stealth can a scout try to reduce' issue?

It's just that I can see it being abused in our local campaign (by me, if no-one else).
 
Back to the Minbari - we have given you the tools to defeat them and given the Minbari a fighting chance of maintaining a balance against those tools when they are employed. Don't use the tools your fleets have access to and the Minbari probably will own you. . .

But when you arm up Minbarys every time one of this ships is getting Lost in youre test games you shoud not wonder if we get upset.

Because we have now the possibillty to reduce the stealth by one the minbary ships have to improve to Tanks?
What comes next? Advance interceptors for minbarys?

You say ever TV Show but the name of the show was Babylon 5 and not Minbary Tales.
 
Jhary said:
But when you arm up Minbarys every time one of this ships is getting Lost in youre test games you shoud not wonder if we get upset.

Because we have now the possibillty to reduce the stealth by one the minbary ships have to improve to Tanks?
What comes next? Advance interceptors for minbarys?

You say ever TV Show but the name of the show was Babylon 5 and not Minbary Tales.

I am sorry, I don't quite understand what you are saying but I think you are disagreeing :)

All else being equal, yes - if you erode the Minbari's Stealth, there has to be a corresponding balance.
 
In my opinion it doesnt matter wether Imbari ;-) are imba or not.
I personally fight unwillingly against them. ACTA is a tactic game. Moving and positioning is the key to win a game. But playing against Minbari throws everything out of place. You cant really plan to do thinks, couse luck plays a huge role in my decisions. I can raise my chances with scouts and/or fighters but in the end, luck still decides if i can attack or not.
ACTA is a really simple game with manageable rules that are easy to learn. Its great because playing is fast, you can have huge fleets and most important: it is a lot of FUN!
But this clearness has a big disadvantage compared to IE B5 Wars. Because of its complexity B5 Wars doesnt suffer that much from luck than ACTA.
Playing(against) Minbari in ACTA is trusting in luck, nothing more or less.
You can raise your odds but never can control it!
In my Opinion make it like B5 wars. In B5 wars Minbary dont have stealth. opponents have a disadvantage on range against them.
So lets say that an Omega can only use his weapons with half range against a Minbari cruiser, because of stealth etc. What will happen? Minbari will gain a reputation as long range Fleet because of theyr "stealth". This would come hand in hand with the TV Show and a Minbari player AND opponent can make tactics without trusting to much in or against his/her luck.
The big weakness of tabletop is the dice. Every time you your throw them you bring luck in the game. And to much rolled dice will destroy a game.
of course just my 00.2€
 
tybalt said:
but in the end, luck still decides if i can attack or not.

The big weakness of tabletop is the dice. Every time you your throw them you bring luck in the game. And to much rolled dice will destroy a game.

You've hit on it perfectly there.

If you have two identical fleets facing off against each other, in a "real world" situation, the one with superior tactics is going to win. On the tabletop, the dice rolling adds an element of luck which means if your luck's bad, no amount of superior tactics will win the battle. Of course, luck generally averages out between you and your opponent.

Stealth adds another level of dice rolling to the game, and therefore increases the amount of times you have to be lucky. With the game being so quick, a couple of turns worth of bad stealth rolling and you're in trouble no matter what tactics you are using. Yes I know the same can be said of attack dice rolling as well, but stealth is added on top of that.

I don't think there should be any alterations to the stats of any of the ships, but I do think that the abilities of scouts and fighters to help bypass it should be more effective. The Minbari already have the capability of counteracting the fighter tactic with their own, generally superior fighters and the mini beams, and in any battle the number of scouts they face will be limited.

Oh, and regarding the scout rule, I've read it as being able to effect only ONE stealthed ship at a time, per scout. Having it more effective than +1 would make it a more useful trait to have in that case.
 
@msprange for me and the Wargaming Club im in its look like this.

Smale disadvantage for the Minbary is an Excuse for you to give them Bonus behind any reason

The problem is stealth and so tougth Ships is unbalced.
 
Tal Hawkins said:
The Minbari won the war agasinst the EA when all the EA had were lots of small ships.

And which show have you been watching. The Minbari didn't win the EM war.

hiffano said:
games are a silly thing, dice rolling can win you a battle even when your tactics are wrong.
In all fairness opening jump gates on people isn't something we ever saw in the show, yes we saw close and ambush style use, but not actual opening onto a ship to cause damage kinda thing.

The same can be true of any dice game, lucky rolls will win.

As for the Jp thing, we see it often, in ITB, in Crusade against thr Drakh (possibly by accident) and the bonehead manoeuvre (which is really just a variation of the tactic) that Sheridan uses in the Markab gate. I know others have mentioned some of these already.

msprange said:
The ISA are a more 'advanced' fleet that will require a greater understanding of tactics (especially at low PLs - White Stars are good but they are not the answer to everything).

To paraphrase Yoda "That is why I fail!"

:lol:


Tal Hawkins said:
Obsidian said:
You VERY clearly said that the Minbari would have an advantage for the next 3 weeks until new tactics were put out.

While I am sure that Matt can defend himself just fine I am getting a little tired of the whining from your particular direction.

Oh I am sorry. I must have missed the part in the forum rules where my posts have to be run past you to make sure they give you happy fuzzies inside.

And that isn't whiny? Noone even mentions the need to get happy fuzzies from your posts, in much the same way we don't need to approve your posts, we don't need to approve of them. Matthew can defend himself fine, he is a mod after all (and the resemblance to ALan Rickman is just scary :shock: ), but when you put words in his mouth, then misquote him to defend your point and say you aren't putting words in his mouth, I'm with Obsidian. I'm fed up of the sheer levels of arrogance and errors in your posts, and not only on this topic but in other forum threads also.

We're just sticking up for our friends and trying to show you the error of your posting style. As Ivanova said "At an early age someone should have told you you'd attract a lot more flies with honey than with vinegar, Sir."

Or as G'Kar and Ta'Lon would say "Put your face in the book" THWUMP "Here endeth the lesson"

LBH
 
Ooh, scary. You go away for a week or two and all hell breaks loose.
Its amazing how many people don't seem to grasp the fact that different ships have different sticks. And tactics that work with one ship may not work with another ship of that PL, simply because the ships are so different. However they will both fill the same PL niche int he ACTA food chain. Lets face it am sure that there are those in the audience here who will always plump for Nova as the prime raid choice of the EA and not give Hyperion a look in.

If you want to beat the Minbari, as others have said, you really need to think, and form a solid strategy. Learn to use the Special orders you probably don't think are any use, and especially learn to pick the right tools for the job. Lets face it you wouldn't use a drill to hammer a nail home would you? But hey isn't this the point of any wargame, finding that tactical balance of when to use a particular tool and when not to? If I want to play games where I take pretty identical fleets against each other and let the dice decide I'll go play 'Gothic instead.

I frequently fly Minbari mainly because the shis look so damn cool, rather than for any powergaming fix. If I want to 'powergame' I can take Centauri. They just have too many tools to choose from to do that particular job you need them to do, this makes picking a fleet so much easier. I have also played against the Minbari a lot, and had more than my share of wins, some losses and the inevitable frustrating Stealth rolls along the way (I have pounded a Minbari fleet to ash with the EA before). However Stealth is the Minbari's thing and I certanly don't begrudge them that. This is all under 'classic ACTA' as I do not have SFOS yet.

From what I have seen of the SFOS posted on the various threads, I mainly like what I have seen (possibly, with the exception of the fighters, but I have never had to play the Big Wing munchkins). I especially like the look of the Scout rules, mainly due to the fact that I will actually shell out a PL choice for one now, and not just if I am playing against the Minbari if they can do other stuff. Anything that increases your options and use other ships can only be a good thing. It keeps your opponent guessing. I have seen people post complaints earlier in this thread about having to spend PL choices take a scout against the Minbari and the fact that it will be a merrily exploding ball of fire by turn 2. What make you think a Minbari player would waste neutron lasers (because fusion cannons will be out of range) against a taget he might not be able to even shoot at. All Scout vessesls have Stealth too, it may not be 5+ but it still has Stealth and at greater then 10" its usually 50-50. I'd rather shoot something that might take a critical from Precise weapons thanks. than overly worry about a ships stealth not getting the over 10" bonus that turn.

From my experience, most Minbari ships are pretty idiot proof to use, their fire arcs and weapon systems attest to that. However you cannot make mistakes without being punished. Hard. Mainly becuse you will likely never be able to field enough ships to go 1 on 1 or better against the other younger races. I welcome the general increases to beams (you really needed to be a bit lucky to do significant amounts of damage before) and the damage/crew bonuses of the high PL ships, especially the Minbari and Narn.

So to fight against the Minbari. Any good opponent should already know roughly what to expect from any Minbari fleet, due to their lack of low PL escort choices or 'generalised' ships. So the Minbari player is down to tactical use of limited hulls. What the opponent needs to do is limit the Minbari's advantages. As Matt, Obsidian and Tamcon and possibly a few others have pointed out there are a lot of options open to you. What to think about is that you will take casualties, so try to make sure they are ones of your choosing by using Manoeuvre to Shield Them, reduce your damage taken in the opening salvoes while you close range with Close Blast Doors... Take ships with lots of splittable AD. Use your brains and actually go find others rather than complaining about how it was not given to you on a plate with silver spoon. Who knows you might figure out some more of ACTA's subtle nuances and how to play the fleets better while you are at it.

</RANT>
 
Hell, I just want to get some real games in against the Minbari to see how the new stuff works. Right now I suspect much of what players are posting - self included - is based on what it looks like on the page rather than how it plays on the table. (Anyone who's actually played SFoS - Mongeese included - please correct me).

Trouble is, I've just come down with something doing a passible impression of the Black Death... :(
 
Right now I suspect much of what players are posting - self included - is based on what it looks like on the page rather than how it plays on the table.

I gamed out a 5 Battle Point Annihilation match last night against the Minbari using the EA. Fleets were as Follows

Minbari
2 Sharlin
2 Tigara

EA
1 Omega
2 Nova
2 Hyperion
1 Delphi & 2 Artemis
1 Delphi & 2 Olympus

Those last two items in the EA list may seem odd to people and I wonder if maybe I stumbled across a loophole, but in SFoS you are allowed to take 1 Raid and 2 Skirmish ships for a single Battle point. Utilizing this I was able to get 1 more Skirmish level ship than I would have if I had used 1 point for the Delphi and 1 Point for Artemis/Olympus. Also, I had had an Avenger in the list originally but took it out. I don't know why, but the carriers just don't appeal to me. Even after all the things Mongoose did to spruce them up.

The start of the game was much to be expected with each side edging out slowly until they hit they got to within just over 30" of each other. In the following turn, the EA ships jumped forward looking to close the range. Fire from the Sharlins did some good damage on the Omega with their Neutron Lasers, but the return volley from one of the Hyperion's laser cannon cored a Tigara doing 34 points of crew damage in a single hit and leaving it a lifeless hulk. The third round, and unfortunately, final round saw the other Tigara fall to the combined arms of an Artemis, and Hyperion. The Sharlins were in the center of the map with the Omega Bearing down on one of them while the Novas turned their broadsides loose. One of the Novas managed to score a few glancing hits on the Sharlin, and was just decimated in return. The Neutron laser rolled 7 hits. 5 of them Criticals. :shock: By the time it was all calculated, the Nova was down to 1 Damage and a handful of crew. The rest of the EA ships either failed stealth or scored only glancing blows.

It was at this point that my Wife called me to bed (it was midnight after all) and I had to pack up. Too bad really since the shooting was about to get REALLY interesting. Next time I do this I'm going to play a "Call to Arms" scenario so I don't spend quite as much time manuevering.
 
Sry but your Minbari selection is not what i call a proper Fleet.
Why Sharlin?
4 Shantavi and 2 Teshlan and you have a bigger Fleet, more nasty long range Beams and you are fast enough to outmaneuvre some boresighted weapons! Against your EA force i would field 2 shantavi and 6 teshlan...

But its not the point that Minbari are unbeatable. Your report highlightet it very good. Like i wrote on page 5: You have to trust in your luck to play against minbari and a high factor of luck is dead to all tabletop games. If you want to know what i mean read my comment.
 
Back
Top