Alan's tips are up to date - there have been no significant changes in the last few revisions. I am in fact doing a re-play myself (to test using a warehouse as my Albion-side economic support), and have recently taken that Taranis. To sum up:
- Bring along a decent captain, a (preferably 5-star) engineer, and a decent defense officer to occupy the ship once you succeed.
- Upon arriving at the battle site, just be patient, hang back a little (I like to hover around the Arawn), and allow the Hearty forces to dispose of those pesky Suls. (Feel free to take pot-shots for fun if you like, but it's not strictly necessary except for recreational purposes
)
- Once the coast is clear, move in and take out the Taranis's jumpdrive and engines. If you forget to and move straight into the boarding phase, Annoyisha will direct you to dispose of those in any case.
- The Taranis is severely nerfed, so it's not necessary to take the steps normally required for boarding (in this sense, this objective completely fails in its "tutorial" role), so the weapons can be left alone.
- During boarding, Annoyisha will direct you to destroy various surface elements as she would in a normal boarding op - it's advisable to do so (if even only to greatly reduce the time to complete the takeover - I'm not sure whether failing these mini-objectives will cost you marines.)
- The only hiccup at this stage is that the targets are picked randomly, and if a capital shield generator is picked (and the Taranis has THREE of them, so the odds are not insignificant), then you will have to wear down the shields before the objective time-up - you're most unlikely to be able to do so, so either wear down the main shield in advance, or save the game just before boarding and reload to get more favourable diversion targets.
- When the ship turns green - well, I'm sure you know what to do then.
Please note: The captured ship has no jump fuel, so you'd be advised to allow it to be fully repaired in the safe spot where it gets taken to before attempting to move it anywhere; alternatively, you can task another capital ship under your control and with at least one CLURV to transfer some fuel across (I'd suggest doing this remotely, as your immediate presence *may* cause the transfer to get stuck, though this is usually also fixable by leaving the vicinity.)
Final step: enjoy your new ship, but be advised that PMC forces and stations will shoot at it (and any other military craft of yours) on sight, so either pick a quiet time to sneak it through to DeVries (again, best done
in absentia, or keep it around Exhaustless Mines if you have built or plan to build anything there.
Happy hunting!
EDIT: Ah, never mind - I see you came right with this already!