Worth a Ka'Bin'tak?

Garthim

Mongoose
Any success stories using it? Is it worth the fleet allocation points?

Seems like one good engine crit and it would become a brick in space and

is really dependent on the laser cannon to attack, with the rest of its

other weapons to pick off already badly damaged or crippled ships.

Thoughts?
 
I've used one once and lent it to a friend once. Both times it was useful. First time it killed a Leshath scout and a Morshin carrier with its laser and crippled a squadron of Tigaras with its mine. Game was over in 3 turns. Second time it didn't make many kills (a WS, a few Blue Stars and 2 skirmish points of allies) but did draw 3 turns worth of firing from the virtually the ENTIRE ISA fleet away from the rest of the fleet giving me plenty of time to reload e-mines and pick them off.

It is not reliant on the laser. The 25" range on the Mag Gun outranges many ships and is forwards arc. The e-mine is SL so you'll probably get 2 good shots out of it. The Ion torpedoes are normally forgotten about by your opponent, but are turreted so make the KBT useful when the enemy isn't in the forwards arc anymore.

Loose it's engines and it isn't quite worthless. It has F arc guns with good range with the mag gun and e-mines plus it has good all round secondaries and the turreted torpedoes. It can survive a couple of turns being adrift.

My general tactics are to sail slowly through the center of the enemy fleet causing as much carnage as possible. Try to spend at least 2 turns in secondary weapons range. Spend a turn or two using the aft laser to pick off and crippled ships then jump to safety if the enemy looks like they can coordinate an attack on the dreadnought.

Tom
 
The mag gun is a nice weapon with 25" forward arc and 4AD with beam and triple damage, but unless you roll rather well, it isn't going to do much to ships above raid. You have a 50/50 on average chance to get the needed 4+ (so out of 4 dice, 2 dice will work) Then the same odds with the follow up rolls (2 dice, 1 will work), so unless you roll well or make that last dice count, you won't hurt other large ships very much.

Apply the same idea to the 8AD double damage laser it has, and it seems to be its big damage maker (just like most narns ships in higher priority)

As for it becoming adrift or having engine crits, almost all of its auxillary weapons are for short range (remember Mongooses quote about Narn ships being great in knife fight situations) so an enemy can keep just outside your range and pummel you, and just move out of your forward arc knowing you won't be able to adjust your position to bring them to bear.
 
Garthim said:
The mag gun is a nice weapon with 25" forward arc and 4AD with beam and triple damage, but unless you roll rather well, it isn't going to do much to ships above raid. You have a 50/50 on average chance to get the needed 4+ (so out of 4 dice, 2 dice will work) Then the same odds with the follow up rolls (2 dice, 1 will work), so unless you roll well or make that last dice count, you won't hurt other large ships very much.

Apply the same idea to the 8AD double damage laser it has, and it seems to be its big damage maker (just like most narns ships in higher priority)

As for it becoming adrift or having engine crits, almost all of its auxillary weapons are for short range (remember Mongooses quote about Narn ships being great in knife fight situations) so an enemy can keep just outside your range and pummel you, and just move out of your forward arc knowing you won't be able to adjust your position to bring them to bear.


You can make the same argument for any other ship in the game My friend. Ive never lost The KA Bintak to anything and its even taken out The Adira A time or 2 in a one on one game. No its not useless and is Definitely worth the mony. Im still wanting to put it up against a Victury and see how it does but im betting it gonna hold its own.
 
I took my Narn fleet with a Ka'Bin'Tak against my friend's EA Crusade. He threw everything he had at that ship, and I completely destroyed his entire fleet.

The Ka'Bin'Tak was still at 25% health.

Dark Angel
 
Garthim said:
The mag gun is a nice weapon with 25" forward arc and 4AD with beam and triple damage, but unless you roll rather well, it isn't going to do much to ships above raid.
True, but it also gives you more flexibility. Combine it with the lasers and you have a weapon that will worry any ship in the game. Fire them at different targets and you can often put 2 skirmish/raid ships out of action (significant damage or destroyed) in one turn. Finally 25" is longer range than most lower PL ships longest range meaning they'll have to put themselves well inside your range to get the chance to fire, hopefully giving you a free round of shooting before they are in range.

The KBT does not rely on 1 weapon to be it's 'damage maker'. It can focus all its guns on one tough target and reasonably expect to do 50 damage a turn at longer range. If it splits fire it can engage 3-4 targets quite easily and hurt all of them badly.

Secondary batteries are short range, but it's still easy enough to get them in range unless your facing an ISA or Vree style opponent (even then, fighters are valid potential targets if nothing else presents itself). If you don't then you're denying the enemy a 20" diameter piece of the battlefield.

Tom
 
Garthim said:
Any success stories using it? Is it worth the fleet allocation points?

Seems like one good engine crit and it would become a brick in space and

is really dependent on the laser cannon to attack, with the rest of its

other weapons to pick off already badly damaged or crippled ships.

Thoughts?

Are you joking?

There is a number of reasons this ship is awesome.
1 it can jump in the middle of something and make a mess.
2 It's a carrier....
3. It has 1 F arc 45" slow loading and a T 30" and a B 30" weapon which means if you want you can go. All stop and next turn all stop and pivot and hit them with the beam.Pounding your enemies before they get close enough to fire back (some races this is good against).

The closer you get to this the more pain you will feel and if you keep all stop and pivot you can make a mess of an enemy fleet as it feebly tried to get to you.

I'd also stick some fighters on the ships base and use them as interceptors ;) the less hits you take the less crits you take and some crits can be devastating to any ship on any level but thats just the luck of the roles.
 
I had a KaBinTak suffer a -4 speed on turn one. so it sat where it was and swatted minbari out of the sky for a few turns. it took a Sharoos and 2 sharlins 5 turns to destroy it, whilst in return it had destroyed a Neroon, 1 sharlin, and one Morshin and two smaller ships, tinashis I think.
that is without being able to move, not such a bad ship really.
 
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