Who uses the Neshatan?

animus

Mongoose
I can't see any advantage the Neshatan has over the Sharlin. Besides it being a lame figure (no underside!) it doesn't fit with the fluff in the rule book. What's up with this ship?
 
Hull 6, I might give it a go sometime. Stealth just doesn't work as well as it used to, stealth 4+ and hull 6 might be a better bet than stealth 5/hull 5.
 
Yah, but you also sacrifice all your fighter coverage, and about 2AD of fusion beams in each arc. The tourny version had all the fusion beams twin-linked, which I thought made it worth it, but now, the sharlin is a much superior ship. On the other hand, the Veshatan is a great battle level ship, I don't understand why folks don't use it over the tinashi. Same Hull, same stealth, same front guns, all it sacrifices is the rear beams, and it has 1.5 times the damage and crew, and higher speed.
 
Agreed, hull 6 is a nice trade-off for stealth 4+.

However with the Gunship label, I expected more guns - especially with the loss of all the fighters. With a better hull and more or less the same weapons as the Sharlin, maybe it should be called a Hull-ship.

The Tinashi has all the TL weapons...something lacking on the Veshatan (I think - I'll have to check), although worth considering I suppose.
 
I'd use one against the Narn, the Hull 6 takes the edge off the Stealth defeating Energy Mines, and mostly makes up for the reduction in Stealth over the Sharlin's 5+ for everything else.

I did prefer the Twin-Linked Fusion Cannon goodness of the old tournament version though.
 
ALthough I haven't used it in a battle yet, I recently took one as part of a campaign list that just started.

I am hoping that Hull 6 will let it survive (and not eat up valuable RR repairing) long enough to get some goood upgrades.

I know it is a long shot, but a Neshtan can get a Hull 6 and a Stealth of 5, but a Sharlin can never get a Hull 6. And from my experience, that extra point of Hull makes a big difference.
 
The Neshatan, never. The smaller Veshatan version, frequently. There are traditional ships like the Sharlin, Tinashi, etc, and there are standard tactics to use against them (get close, scouts, StF, splitting fire, numbers, so on). Then there are second order ships which you use to screw up anti-Minbari tactics, like the Teshlan and Veshatan. It's a superb fast strike ship, with good survivability and very decent guns.
It does have the unfortunate distinction of being the clumsiest fast ship in the game, it really should have 2/45 or at least a very high CQ, because you're going to be using Come About a lot.

I thought the Tinashi's TL fusion cannon had been errata'd away under SFoS, that it had been a cut and paste error and they were supposed to be the normal AP minibeam; anypody confirm?
 
I tend to use the Neshatan against against races with good anti-stealth capabilities such as the Narn (E-mines) and the Drazi (lots of ships with SAP beams) or when there are a lot of asteroid fields on the table. I still prefer the Sharlin for it's fighters but if I've got the points later in a campaign I'll likely add a Neshatan to my fleet (if for no other reason than I get to lose all the ships from the boxed set :) )
 
Slightly Norse John said:
I thought the Tinashi's TL fusion cannon had been errata'd away under SFoS, that it had been a cut and paste error and they were supposed to be the normal AP minibeam; anypody confirm?

Look at the models for minbari every one of their weapons are twin linked.
 
The models? Surely you mean the stats.
And it just ain't so, anyway. In the tourney list, the Tinashi and Neshatan have twin linked fusion cannon. Everything else has range 18 (except for the Torotha, 12), AP Mini-beam.
The Tinashi and it's Ashinta variant have twin linked fusion cannons by the SFoS list; which makes the Ashinta rather pointless.
Obviously it's better to have a model that resembles the stat package, but don't take it too far. Overconcentration on the model is what caused a Centauri fleet list full of lasers, when onscreen evidence, CGI and dialogue, runs dead against it.
 
But, Gentlemen, we can compare


Neshatan
Hull 6, Stealth 4+, Damage 56 (use lesser of crew and damage)

56 hits needed to kill. Every 6th hit breeches the hull, so 336 needed. Every second hit misses due to stealth, so 672 hits needed.

Sharlin
Hull 5, Stealth 5+, Damage 60

60 hits needed to kill. Every 3rd hit breeches the hull, so 180 needed. Every only one out of three hits hits due to stealth, so 540 hits needed.

Since all other effects benifit the high hull rated ship (scouts, advanced tech, e-mines) the advantage of the Neshatan.


By comparison, the Bin-Tak
Hull 6, Stealth 1+, Damage 85

85 hits needed to kill. Every 6th hit breeches the hull, so 510 hits needed.

The Neshatan is probably the hardest ship to kill of all SFOS ships.
 
I would use it against, and ONLY against Narns to be honest for the following reasons:

a) Emines. Stealth wont help here anyway so better hull is more worthwhile

b) Emines, Fighter defence is irrelevanta as they will nuke all the nials in 5 seconds anyway

c) Frazis, ignore stealth at 1 and with the nials emined to death anyway the Neshatan all of a sudden seems FAR more attractive

as noted the Veshatan on the other hand a is a GREAT ship that I would use in numberous situations (blockade running in particular it possitively EXCELS at)
 
E-Mines Hurt said:
But, Gentlemen, we can compare


Neshatan
Hull 6, Stealth 4+, Damage 56 (use lesser of crew and damage)

56 hits needed to kill. Every 6th hit breeches the hull, so 336 needed. Every second hit misses due to stealth, so 672 hits needed.

Sharlin
Hull 5, Stealth 5+, Damage 60

60 hits needed to kill. Every 3rd hit breeches the hull, so 180 needed. Every only one out of three hits hits due to stealth, so 540 hits needed.

Since all other effects benifit the high hull rated ship (scouts, advanced tech, e-mines) the advantage of the Neshatan.


By comparison, the Bin-Tak
Hull 6, Stealth 1+, Damage 85

85 hits needed to kill. Every 6th hit breeches the hull, so 510 hits needed.

The Neshatan is probably the hardest ship to kill of all SFOS ships.

Actually the most common traits on weapons (AP and SAP) hurt hull 6 more than hull 5. Also precise hurts a ship relying on lots of hit points more than one relying on stealth. Also, when stealth is reduced by any means, the ship with the lower stealth initially is harmed.

The ships aren't too bad, but the Neshatan really did benefit from having twin-linked on its fusion cannon to balance out the Sharlin's fighters.
 
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