What happened to the Narn???????

Morgoth:

T'Voth => Hell, I like it better than the G'Quan. :)
Tarza => It seems a bit too good,especially at 5 per. Maybe Dogfight -1 and reduce the torpedo to 1d? Also if it is too good it becomes a no-brainer over the Frazi due to its range. Also, as I recall from the fluff the Narn didn't like the Tarza due to operational problems so it shouldn't be better than the mainline fighter.

As for the other 2, they look good to me. A proper escort based on the Ka'Tan I think would be better. Remove the E-mine launcher and the beam and give it a 4d pulsar mine launcher foreward, the "escort" trait and at least 4 anti-fighter.

The carrier seems ok to me although I am not sure it is really needed although it does add some versatility. Nearly every Narn ship bigger than a Sho'kos carries Frazis on their own although a small carrier would give the Narn the option of bringing a lot of fighters to the table.

Tzarevitch
 
Da Boss said:
They seem cool - but will have a proper look :)

Two of My supplements Narn additions (concepts by Heiko Wisper)

To’Reth Fighter Bomber Flight (Frazi Variant) Patrol (2 flights per Wing)
A wartime development of the robust Frazi, the To’Reth is a step forward in Narn fighter craft, its engines having been tailored to provide superior manoeuvrability and survivability in dogfights. Its array of weapons include an under slung ion torpedo mount which can prove a nasty shock to unwary Centauri and Drazi who think its just another Frazi.

Speed: 8 Turn: SM Hull: 5 Damage: – Crew: –
Troops: - Dogfight: +2 Craft: –
Special Rules: Atmospheric, Dodge 3+, Fighter, In Service: 2260+

Weapon Range Arc AD Special
Particle Gun 2 T 4 —
Light Ion Torpedo 4 T 1 AP, Precise

I like the fighter. The original wasn't a Frazi variant though. It was a new design (my post above has the cool AoG picture). I'd increase the speed to at least 10 though and increase the torpedo to 2d before I'd consider it as a 2fer at patrol.

Tzarevitch
 
Hi Tzarevitch

thanks for feedback - not to my knowledge - concept from Heiko Wisper so might have been his inspiration? I just liked the idea of a decent fighter bomber for the narn to try the rutarian of the Centauri. :)
 
Tzarevitch said:
As I recall, one of the last Babcom magazines from the old Agents of Gaming had a pretty cool looking experimental Narn fighter-torpedo bomber. I had it downloaded to my computer once, but that was 2 computers ago and I can't seem to find it on the web now. :( Anyone have a link to it or know where to find it?

You can find all of the Babcom fanzines (and The Great Machine fanzines) archived here:

http://planetside.firenebula.com/babylon5/

...in case you're looking for the original fluff and/or new unit ideas.
:wink:
 
I just took the inspiration from Bab'Com and from a similar fighter in a B5 Homeworld Mod. I was just missing a decent Bomber for the Narn, and I couldn't find an appropriate Name :oops:

So. sorry, I'll look for another name to get not any trouble with coperights
 
It does look very nice in the pic - may change the name a little then to avoid any problems................... :) or have a look to see who wrote the articles etc........

thanks
 
Maybe easier then to put a credit and link in the document:) Unless anyone is or knows who to contact - I will look at site properly after work
 
I had a game yesterday EA Crusade vs Narn. The G'Quan with Dag'Kar support is definitly a beast against smaller ships and the lasers could deal with larger ones on a good hit.
 
Not to be cheeky but is it possible that the Narn players who are 'complaining' just havnt adjusted enough to the changes made in the new version?

For instance, I see some people complaining about G'Quans and Dag'Kars while others think they rock. Its hardly a consensus like we have with the Shadow Fighter - everone can see that its rubbish - but here we have lots of conflicting opinions. In otherwords it probably comes down to tactics used and oponents fought rather than the fleet list.
 
I tried to make this point on page 2. A few minor changes of tactics and Narn fleets work. The G'Quon is not the best battle ship out there by a long shot, but it does not need fixing and performs well if used right.
 
If you did give a Ka'Toc variant escort and pulsar mines, fighters would be obsolete against Narn like in 1st edition and already the GKarith has some emine launchers for anti-fighter. Isint it enough to have emines for fighter clearance and adding in Escorts would be over the top.
 
most of the opinions on the Narn are not that they don't work, only that iconic hulls are still not the ones you reach for if you want to win.

You can use a G'Quon and beat anything do to beam dice variance being so high, but its not expected. It's the move, range, dice after the initial volley that seems lacking in combination. There are other ships worse off, the league in particular has a harder time, but it doesn't often feel the equal of an Omega or a Primus.

The Dag'Kar I agree, not sure what the complaint there is.

Ripple
 
Ripple said:
most of the opinions on the Narn are not that they don't work, only that iconic hulls are still not the ones you reach for if you want to win.

You can use a G'Quon and beat anything do to beam dice variance being so high, but its not expected. It's the move, range, dice after the initial volley that seems lacking in combination. There are other ships worse off, the league in particular has a harder time, but it doesn't often feel the equal of an Omega or a Primus.

The Dag'Kar I agree, not sure what the complaint there is.

Ripple

Actually I don't think people are saying that there is anything wrong with the Narn. People are just saying that the G'Quan is the weak link. The Rongoth/Rothan pair are lousy, the G'Quan is weak but the rest of the fleet pretty well rocks. I really don't give a hoot about the Rongoth, but it should not be that the iconic ship of the Narn Regime is that weak.

Tzarevitch
 
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