What do Narn Players Want?

Apachex

Mongoose
All this talk of other races. What do Narn players want to see for their fleet?

What I would like:

Dedicated Fleet Carrier (Battle Level) and possible a light Carrier (Skirmish)

Others?
 
A true carrier would be quite nice, after all the frazi is an excellent anti-ship fighter so something with carrier and fleet carrier would be good.

I stillwould like a new raid level ship, i did like the idea of the ron'kar - the rothan variant which was the test bed for e-mines but would like to see other ideas too. A raid ship with a beam would be nice, after all theur are skirmish and battle level ones with beams.
 
Similar arguments from me here;

A raid level choice would be nice, as well as the release of some kind of narn/centauri conflict coverage ala the Earth Minbari war.

As for other features; perhaps a downplay on the power of emines and a few more variants of lower level ships. Seeing as the narn go by a 'if it works use it' policy I don't see why a few more variants haven't seen use.
 
A slight boost to the Sho'kos to make it actually useful.

Our skirmish lineup is fine although the T'Rakk needs to be fiddled with. It just doesn't have a place in the Narn fleet since there's always something that can do the same thing better.

The T'Loth needs a boost of some sort.

Ditto for the Rongoth although I feel it doesn't need as big of one as the T'Loth.

The G'Quan needs a small boost as well. For being our iconic ship it's certainly sub-par.

The Ka'Bin'Tak definately needs a boost. I see no reason to take it whatsoever.

A limited carrier would be kind of nice. Nothing as great as the EA or Minbari have since it feels out of flavor for the Narn. On the other hand they're a practical race so I'd assume that perhaps a raid level carrier with say six flights, Command +1, and Carrier 3(but not Fleet Carrier) would be good. Give it a bit more firepower than an EA equivalent would have to balance the smaller fighter capacity(the Early Years Avenger has 8 flights at Raid level. Plus it's in flavor for the Narn to put bigger guns on their ships than other races do, just look at our scout) and we're good.
 
What I would like to see

1. Slightly Strengthened Dag'Kar and a few variants of it, perhaps one concentrating on Ion Torps and another will more balance in tis weapons

2. Better raid level choices. The T'Loth and Rongoth aren't bad, but a few emphasizing speed or more firepower at the expense of durability would be nice.

3. Removal of shipbreakers. I have a sneaking suspicion that shipbeakers are the reason why the Dag'Kar and the G'Quan are as subpar as they are. Take out shipbreakers so we can get the improvemnts both of them need.

4. Commonality in the weapons traits. This bugs me a bit as the traits for plasma cannons and heavy/med pulse cannons vary wildly from ship to
ship. Some are AP, some are DD, some are TL, with no ral logic behind them.

5. The Var'Nics a good start, but I'd like to see more ships based around its ideas.
 
Actually, I like the concept of slow moving bricks, but instead of having faster ships, then how about ships that have better turning ability. I could see giving the Ka'Bin'Tak 2/45 turning with its speed of 4.

The G'quan could use a boost and I think reducing the number of energy mines and making the heavy laser cannon 6ad would be a good way to go.

I would like to see a war level G'quan variant that does away with the energy mines and replaces them with ion torpedoes.

Also, the new ships should have anti-fighter weapons, you would think the Narn would learn by now. The Ka'Bin'Tak and the G'vrahn should have some form of anti-fighter weapons.
 
would like to see a war level G'quan variant that does away with the energy mines and replaces them with ion torpedoes.

Ahh, have you seen my Torpedo varient G'Quonth?

As for what the Narn need/I want,
Upgrade the G'Quan, just a dice or two on it's beam, or 3 dice twin linked, either is good.
DON't For godsake downgrade the e-mines again damnit. I don't want a carrier, that is our thing, no carriers! a full restat of the g'Quonth (see the trop version) and G'Tal to make them viable. And upgrade in the Dag'Kar of hull 5, or more speed. otherwise, I rerally don't want wholesale changes. I like the fact we have weaker raid ships, it adds flavour, and makes you take the odd gamble in campaigns.
 
Agreed about the the re-stat of the G'Quonth and G'Tal - both aren't viable curerntly.

Also a Dag'Kar torp variant is good, but what it really needs is have a hardened hull.

I do feel that a battle priority carrier would be quite nice though, after all working with the ISA so closely they would of seen the benfits of dedicated carriers - and after all look at the G'Vrahn - that is quick, maneoverable, decent weapons loadout and has interceptors. The Narn do learn. The carrier would be also carry interceptors a laser, pulse cannons and perhaps pulsar mines for anti-fighter work.
Here is my take on it:

name: Ta'Lon Class War Carrier Priority: Battle
Turns: 1/45 Craft: 6 Frazi
Hull: 6 Troops: 4 Service Date: 2267+
Rules: Carrier 2, Fleet Carrier, Jump Point, Interceptor 2
Damage: 45/10 Crew: 62/13
Weapon Range Arc AD Special
Md Laser Cannon 20 B 2 Super AP, Beam, Double Dam
Pulsar Mine 20 F 4 Energy Mine
Pulse Cannons 8 F 6
Pulse Cannons 8 P 8
Pulse Cannons 8 S 8
Pulse Cannons 8 F 6
Pulsar Mine 20 A 4 Energy Mine

Thoughts?
 
Generally up the range of the pulse cannons to 15"--leave ethe twin arrays weak, TL, and 8". Gives the Narn lots of vanila AD at a useful range but still gives them a nasty bite close in.

G'Quan Leave 3 AD main weapon but twin link it--gives them a diggerent ability from other races.

Finally compeltely eliminate the location roll fro e-mines: they cause 1 damage for each sucessful attack dice. If they cann't crit then they shouldn't bulkhead--it ais an area effect hittignt eh entire ship.
 
angelus2000 said:
What I would like to see

1. Slightly Strengthened Dag'Kar and a few variants of it, perhaps one concentrating on Ion Torps and another will more balance in tis weapons

2. Better raid level choices. The T'Loth and Rongoth aren't bad, but a few emphasizing speed or more firepower at the expense of durability would be nice.

3. Removal of shipbreakers. I have a sneaking suspicion that shipbeakers are the reason why the Dag'Kar and the G'Quan are as subpar as they are. Take out shipbreakers so we can get the improvemnts both of them need.

4. Commonality in the weapons traits. This bugs me a bit as the traits for plasma cannons and heavy/med pulse cannons vary wildly from ship to
ship. Some are AP, some are DD, some are TL, with no ral logic behind them.

5. The Var'Nics a good start, but I'd like to see more ships based around its ideas.

I agree almost 100%. I wouldn't remove the shipbreakers, just reduce the E-Mine dice to the Dag'Kar and G'Quan. I like the option of the shipbreaker it is just that it isn't nearly as good an option as the powers-that-be seem to think it is.

The Dag'Kar needs either more speed or better weapons (reduce e-mines, increase Ion Torps). As it stands it is a slow, fragile, expensive fighter clearance vessel and nothing more.

Personally I don't think the T'Loth/T'Rann are that bad. The problem for the Narn is that is all you have at raid.

The Rongoth I loathe. Its only saving grace is hull 6. It is slow as hell for its level, no JP, no fighters, and has an impotent (although non-boresight) main weapon that is also short-ranged. The Rothan is ever so slightly better. Their only real use is against beam-heavy fleets, and even then all they can do is soak damage and act as rather expensive initiative sinks.

I too like the Var'Nic. It is a nice addition for the Narn but I think it is miscast as a Battle level ship. I would weaken it some (reduce weapons or hp or reduce hull to 5) and place it at raid where that type of ship belongs. Another possibility is produce a cheaper ship similar to the Var'Nic that fits at raid level.

As for the weapon traits, that bugs me too. Another thing that bugs me is how "Medium" lasers on the Var'Nic are more powerful (more damage) than the "Heavy" lasers on the G'Quan. Same thing with the G'Lan's mediums. That simply makes no sense.

Tzarevitch
 
A Twin-Linked Beam weapon is silly and pretty much dances right on the edge of "Broken" if not there already.
 
WickedE said:
A Twin-Linked Beam weapon is silly and pretty much dances right on the edge of "Broken" if not there already.
Is a CAF beam weapon also broken then?
I think a 3AD boreside twin linked beam is all right! or at least not to hard!
 
WickedE said:
A Twin-Linked Beam weapon is silly and pretty much dances right on the edge of "Broken" if not there already.
We used this for about 6 months before the tourney list came out and Fwd arc beam still won most of the time. There is still too many negatives to boresights, with initiative sinks and lack of SA available to you.
Fwd arc beams can take a 5+ save or CAF and move first while a boresight can't do any of these.
We are still thinking of reverting back & probably will.
 
Hans Olo said:
WickedE said:
A Twin-Linked Beam weapon is silly and pretty much dances right on the edge of "Broken" if not there already.
Is a CAF beam weapon also broken then?

No, since it means you cant turn. Twin Link Beam, is too powerful. There is nothing wrong with the Narn primary weapons. Its the fact they are a brawler fleet, and they have 'Weak' traits on most of their big ships.
 
I hadn't considered the idea of a twin link beam weapon until recently, but when I saw it, I thought it made the boresight beam a lot better beam - yes you have more chance of hitting with your beam but you are still restriced by the Boresight line. After all the two ships in the show that are shown using beams most often are the G'Quan and the Omega - both which suffer from Boresight beams - where as for example the Primus has a Front arced laser and never ever was seen to use it!!
 
After thinking about it i like the idea of twin-linking some boresight weapons to give some ships / fleets more punch with this kind of main battle weapon system.

If the twin-link roll would only be used for the first roll and not the following rolls of the beam i don't see a problem here.
 
the problem is you can then effectively combine a CAF with a come about and turn 90 degrees and still get rerolls, suddenly the power would swing away from forward arc and into the boresighters completely. twinlinked beams is not the way forward.
 
Twin-linked beam is a silly idea. Twin-linked means lots of shots fired so that misses can be re-rolled... beam is one big beam. A beam can't be twin-linked.
 
Burger said:
Twin-linked beam is a silly idea. Twin-linked means lots of shots fired so that misses can be re-rolled... beam is one big beam. A beam can't be twin-linked.
Twin-Linked is actually there to represent two (or more) parallel shots aiming at the same target so that even if one misses, there is a chance of the other hitting. It's right there in the name Twin(two)-Linked!
 
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