To the Death – a A Narn vs Centauri Battle report

Da Boss

Mongoose
To the Death – a Battle report

As Ken and Triggy fought out for the King of ACTA, a smaller and perhaps more satisfying conflict was going on.

Following a recent beeting by Greg’s Gaim he decided to go easy on me and when we met up for a 5 point battle he brought his Narn. Not having lost to them before I was happy to see them emerge from the box.

We both made up our fleets without knowing our opponent (I nearly brought Shadows)

My fleet – Liati, Primus x2 (Squadroned), Elutarian, 2 Demos (Squadroned, P+P version)), Balvarin (4 Razik, 4 Sentri), Maximus, Amar (4 Sentri), (no hunting pack – we think it is broken)

Greg – some Narn stuff – G’Vrahn (P+P version), T’loth, 2 Var’Nic, 2 Thentus, 2 Ka’tan, 4 Sho’Kov,

Terrain – in the centre two large dust clouds with a small gap that we both seemed obsessed with. A density 10 asteroid field off to the left of the table – again central in distance.

The Centauri main force including the Primus squadron, disdainful of the Narn advanced down the centre launching fighters, whilst a strike force of the Laiti and Demos moved to engage several flanking Katan, making sure they were on the opposite flank to the huge bulk of the G’Vrahn which had limited view due to the dust clouds. However, the great vessel managed to bore sight one Demos as it and its sister ship were lit up by the targeting scans of most of the Narn fleet.

The Centauri fired first and it set the tone of the rest of the battle! A barrage of torpedoes from both Demos slammed into the nearest Ka’tan, causing massive secondary explosions and destroying it. In reply emines and a huge beam caught the Centauri attack ship and pulversised it. Other emines annihilated several Sentri flights – but as was often to tbe the case – at least one was recovered by the Balvarin. The Liaiti, having survived a low power beam shot from the G’Vrahn, carved up an impetuous Sho’kov, leaving it crippled,

Both fleets advanced into close range and hammered the living hell out of each other, several Narn frigates were chewed up and the G’Vrhan suffered a Bridge hit even as the lead Primus began to wilt under the concentrated fire of the Narn fleet. The two manta shaped battle cruisers lined up on the bigest Narn ship and hammered it again, whilst continuing to inflict pain on the other narn ship. The Narn returned the favour, destroying the first cruiser and begingin to rend the second, whilst the Liaiti having unleashed its full weapon potential at the G’vrhan to little obvious effect and was annihilated by vast war cruiser (the first shot taking out the thrusters that enabled it to dodge).

The Centauri position continued to erode and it seemed that for once the lesser race would have it day – but the battle was nowhere near over. The majority of the remaining fleet including the Demos, Primus, Elutarian and Amar combined to strike a mortal blow to the huge Narn flagship, even as its escorts strove hard to destroy them.

As the exchanges continued, our remaining ships began to vanish – the Demos was finished - quickly followed by the Amar which had positioned itself in front of the T’loth. Fighters tore into the Narn vessels having dispatched the last enemy fighters – only to fall prey the massed antifighter of several ships – still some just kept limping back to the carrier which continued its inexorable advance into the enemy fleet. The Thentus and K’tarns died on the guns fo the Primus which itself trailed vast clouds of debries. In a pivotal moment, the last Var’nic lined up its entire front arc on the wounded battlecruiser and missed with everything! It would however redeem itself next turn as its beam nearly carved the undamaged Elutarain in half, leaving it crippled and skeleton crewed. The brutality continued on and quickly it to came down to 5 ships and a small cloud of fighters.

A healthy Balvarin in a good tactical position versus a heavily damaged Var’nic facing the wrong direction, a lightly damaged T’loth and 2 Sho’Kov, the 4 sentri flights providing the carrier with a little hope.

We continued to the end – the Narn – always losing initiative, nibbled away at the carrier, its defences proving formidable even as it hammered the Var’Nic into oblivion and keeping behind the T’loth even as its fighters destroyed one Sho’Kov and harassed the larger cruiser. My beloved Balvarin was formidable in its pursuit, wearing down the assault cruiser, until finally it claimed its life. However by this point the Narn had reduced it to 1 damage and only a few crew. The Sho’Kov, surrounded by fighters, closed and took aim for one last shot. Yet another Sentri tried desperately to intercept the fire, deflecting several pulse cannon shots but it was unable to stop the ion torpedo.

The final Narn shot cracked open the carriers hull and left the last Sho’kov as the only triumphant survivor in a sea of bodies and wreckage………….

save for the numerous and vengeful Sentri fighters that surrounded it……..

A truly great game – with big hits and criticals on both sides and which kept swinging back and forth until the very end.

Ship of the match for me was the Balvarin – it kept unfeasible amounts of Sentri in the air – helped me ensure I won pretty much every turns Initiative and of course proved itself a formidable gunship (Which I have always claimed it to be in 2nd ed)
 
This was a brutal game. So many 6-x crits.

His Balvarin was magnifivent. Everytime I shot down a sentri. it would come back.

The last five or six turns, were his Balvarin and my T'loth desperately trying to kill one another. His Balvarin had several AD losses, while I had power fluctuations. Both were moving at about 2" a turn. I was using my 2 surviving Sho'kov's weak turrets to try and deplete his interceptors, while his Sentris were gradually wearing them down.

My last Sho'kov had 1 point of crew remaining when it killed finally destroyed the Balvarin. The two surving Sentris would surely have destroyed it had we continued.

A thouroughly enjoyable game.
 
Greg Smith said:
The last five or six turns, were his Balvarin and my T'loth desperately trying to kill one another. His Balvarin had several AD losses, while I had power fluctuations. Both were moving at about 2" a turn. I was using my 2 surviving Sho'kov's weak turrets to try and deplete his interceptors, while his Sentris were gradually wearing them down.
How far apart were the Balvarin and T'loth? A Centauri ship moving at 2" is asking to be boarded, while a T'loth is just the ship to do it. It would have been so amusing if the last surviving capital ship on the table was the Balvarin, in Narn hands. :lol:
 
They were very, very close.

However my T'loth had no special actions.

By the end of the game it had (roughly in order):

-2 speed
No starboard weapons
No special actions x2.
-1 damage contol
powr fluctuations
-4 speed
-1 speed
-2 speed
 
AdrianH said:
Greg Smith said:
The last five or six turns, were his Balvarin and my T'loth desperately trying to kill one another. His Balvarin had several AD losses, while I had power fluctuations. Both were moving at about 2" a turn. I was using my 2 surviving Sho'kov's weak turrets to try and deplete his interceptors, while his Sentris were gradually wearing them down.
How far apart were the Balvarin and T'loth? A Centauri ship moving at 2" is asking to be boarded, while a T'loth is just the ship to do it. It would have been so amusing if the last surviving capital ship on the table was the Balvarin, in Narn hands. :lol:

the T'loth had 2 no special actions crits -so no boarding worries :D Just as well as I had no troops left on the Balvarin either! plus no spcl actions, -3 AD, -2 movement
 
In fact the only boarding that was considered during the game was the Centauri boarding the G'Vrahn, but Da boss realised he couldn't shoot at it as well, so decided to blow it up instead.
 
Da Boss said:
Greg – some Narn stuff – G’Vrahn (P+P version), T’loth, 2 Var’Nic, 2 Thentus, 2 Ka’tan, 4 Sho’Kov,

Should've taken at least a couple of the mighty G'Quan. That would have sent fear rippling down the spine of your opponent..... I'll get me coat! ;)

Regards,

Dave
 
Has anyone actually tried playing a G'Quan with P&P's upgrades? 70 damage, 5D beam, and the Narns' new ability to resist criticals by using CBD and rolling a 6, mean I'd be willing to take three G'Quans against anyone's choice of three Aviokis, three Omegas or three Primuses. The G'Quans won't guarantee to win but they should now have a reasonable chance. Especially if one of them manages to ram something...
 
In our campaign, the Narn player is very fond of G'Quans. They have so many damage points that they are nearly impossible to kill. Often I find myself just not even trying - focusing on the other ships in the Narn fleet in an attempt to win the game.

In our next encounter (5 pt. Battle) my opponent is taking 3 G'Quan, one of which will have G'Sten on board. I'm not sure that I will be able to do significant damage to them before my own fleet is reduced to ash.
 
AdrianH said:
Has anyone actually tried playing a G'Quan with P&P's upgrades? 70 damage, 5D beam, and the Narns' new ability to resist criticals by using CBD and rolling a 6, mean I'd be willing to take three G'Quans against anyone's choice of three Aviokis, three Omegas or three Primuses. The G'Quans won't guarantee to win but they should now have a reasonable chance. Especially if one of them manages to ram something...

The Narn CBD crit resistance has very little effect in most games I've played, and this is especially true in games where you are going to lose initiative and need to use TTT. The net effect is that ultimately they end up critted into uselessness long before they've lost all their hull points.

As to ramming - well, speed 6 and lumbering doesn't tend to offer up many ramming situations!

What I will say is that they do make sense when the optional redundancy rule is used.

Regards,

Dave
 
I played a game as the Narns against the Vorlons and the CBD crit resistance actually saved my ass more than once! I still lost, but I would have done FAR less damage if some of those crit effects hadn't been ignored.
 
The Narn CBD crit resistance has very little effect in most games I've played, and this is especially true in games where you are going to lose initiative and need to use TTT. The net effect is that ultimately they end up critted into uselessness long before they've lost all their hull points.

They seem to have done very well around here; only one ship really needs Track That Target! to get a boresight shot, and even then it's not necessarily the case - a G'Tal command cruiser and the narn's pretty good fleet initiative can get you an initiative win with more regularity than you'd think.

The narns tend to mass-fire mines and scramble frazis on turn 1 (or the first turn in range) then slam closed the blast doors and keep them closed for the rest of the game. With actually fairly nasty heavy lasers, and fielded in a thatch-weave formation (since they have the range to cover one another's backsides), they're pretty dangerous now they're far, far too tough to one-shot without pointing armageddon-level firepower at them (and even then!).

In theory they could unbolt the blast doors to use their fairly impressive quantities of secondary guns, but for it to be worth doing that they'd probably have to be in range in two or more arcs - and with their short range that so rarely happens....

We've had a few games at 5 point battle priority with 1 G'Tal and 4 G'Quans and they've held up against most opponents.
 
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